Game opening camera interaction method and device, equipment and storage medium

By utilizing eye movement commands in FPS games to achieve aiming and scope adjustment, the problem of unrealistic and inefficient click methods in existing technologies is solved, thus improving the interaction efficiency of head-mounted displays.

CN117654014BActive Publication Date: 2026-08-25NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311707902.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-12-12
Publication Date
2026-08-25
Estimated Expiration
2043-12-12

AI Technical Summary

Technical Problem

Existing FPS games use click-based aiming interaction on head-mounted displays, which is unrealistic and inefficient, failing to meet the interaction habits of head-mounted displays.

Method used

By responding to the player's eye movement commands, the system enables interactive control of aiming methods in the game, including adjusting the field of view mode and switching scopes, using eye movements instead of gesture operations.

Benefits of technology

It reduces the complexity of player operations in the game, improves control efficiency, makes the interaction method more in line with the design of the head-mounted display device, and simplifies the operation process.

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Abstract

Embodiments of the present application provide a game opening lens interaction method, device, equipment and storage medium, the method comprises: in response to the eye movement instruction of the player, the opening lens mode in the game is interactively controlled; the opening lens mode is used to indicate the field of view mode presented to the player on the game interface. By relying on the eye movement of the player to open the lens, adjust the magnifying glass and other operations of the game deployed on the head-mounted device such as Vision Pro, the actual design operation of the head-mounted device is made more suitable without the need for the player to perform gesture operation, and the interaction control mode of the corresponding opening lens mode can be responded to by eye movement, reducing the operation complexity of the player in the game, and achieving the purpose of improving the control efficiency.
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Description

Technical Field

[0001] This invention relates to the field of game technology, and in particular to a game scope-opening interaction method, a game scope-opening interaction device, a corresponding electronic device, and a corresponding computer-readable storage medium. Background Technology

[0002] FPS (First-Person Shooter) games are a genre of shooting games played from the player's subjective perspective. When FPS games are deployed on head-mounted displays, such as Vision Pro (a machine vision software), the current player-click-to-aim method is not suitable, resulting in unrealistic and awkward interaction issues. Summary of the Invention

[0003] In view of the above problems, embodiments of the present invention are proposed to provide a game scope-opening interaction method, a game scope-opening interaction device, a corresponding electronic device, and a corresponding computer-readable storage medium to overcome or at least partially solve the above problems.

[0004] This invention discloses a method for scope-opening interaction in games, the method comprising:

[0005] In response to the player's eye movement commands, the aiming method in the game is interactively controlled; the aiming method is used to indicate the field of view mode presented to the player on the game interface.

[0006] This invention also discloses a scope-opening interaction device for games, the device comprising:

[0007] The scope-opening interaction module is used to respond to the player's eye movement commands and interactively control the scope-opening method in the game; the scope-opening method is used to indicate the field of view mode presented to the player on the game interface.

[0008] This invention also discloses an electronic device, including: a processor, a memory, and a computer program stored in the memory and capable of running on the processor, wherein the computer program, when executed by the processor, implements any of the aforementioned game's scope-opening interaction methods.

[0009] This invention also discloses a computer-readable storage medium storing a computer program, which, when executed by a processor, implements the scope-opening interaction method of any of the aforementioned games.

[0010] The embodiments of the present invention have the following advantages:

[0011] In this embodiment of the invention, the aiming mode in the game can be interactively controlled in response to the player's eye movement commands, that is, the field of view mode presented to the player on the game interface. By relying on the player's eye movements to perform operations such as aiming and adjusting the magnification in the game deployed on head-mounted display devices such as Vision Pro, the actual design operation of the head-mounted display device is more closely matched without the need for the player to perform gesture operations. Moreover, the interactive control mode of the corresponding aiming mode can be responded to through eye movements, reducing the complexity of the player's operation in the game and achieving the purpose of improving control efficiency. Attached Figure Description

[0012] Figure 1 This is a flowchart illustrating the steps of an embodiment of the game's scope-opening interaction method according to the present invention;

[0013] Figure 2 This is a flowchart illustrating the steps of another embodiment of the game's scope-opening interaction method according to the present invention;

[0014] Figure 3 This is a schematic diagram of a scene involving local view switching provided in an embodiment of the present invention;

[0015] Figure 4 This is a structural block diagram of an embodiment of a game-viewing interaction device according to the present invention. Detailed Implementation

[0016] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, the present invention will be further described in detail below with reference to the accompanying drawings and specific embodiments.

[0017] In games, "scoping in" refers to the process of opening the scope when using weapons such as sniper rifles and bows to shoot targets more accurately. In other words, there is a need for interactive methods of aiming in FPS games.

[0018] In the technologies related to scope-in ​​interaction in FPS games, players typically switch scope modes by clicking, such as clicking "scope," "left scope," and "right scope." However, this click-based scope-in ​​method only allows for switching in and out, which does not conform to the interaction habits of head-mounted displays and is inefficient. Furthermore, switching between multiple modes, such as adjusting the magnification or adjusting the body tilt for left and right scopes, through clicking and dragging presents problems of unrealistic and inefficient operation.

[0019] This invention enables players to perform actions such as aiming and adjusting magnification in games deployed on head-mounted displays like the Vision Pro by relying on their eye movements. This allows for a more accurate fit to the actual design and operation of the head-mounted display without requiring players to use hand gestures. Furthermore, it allows for interactive control of the corresponding aiming mode through eye movements, reducing the complexity of player operations in the game and improving control efficiency.

[0020] Reference Figure 1 The diagram illustrates a flowchart of an embodiment of a game aiming interaction method according to the present invention, which may specifically include the following steps:

[0021] Step 101: Responding to the player's eye movement commands, interactively control the aiming method in the game.

[0022] Games can refer to games played on head-mounted displays (HMDs), which are a form of virtual reality technology. Players can experience various games in a virtual environment using HMDs. Terminals are devices that connect HMDs to game servers and are mainly responsible for transmitting image and sound signals, as well as processing and storing game data.

[0023] Specifically, the graphical user interface is rendered on the screen of the head-mounted display and its onboard display. The content displayed by the graphical user interface includes at least a portion or all of the game scene. The specific shape of the game scene can be square or other shapes (such as circles).

[0024] In one embodiment of the present invention, when a player interacts with and controls a game on a head-mounted display device, the player can make corresponding controls through eye movements, that is, different movement behaviors can correspond to different aiming controls.

[0025] The scope-opening method used for interactive control can be used to indicate the field of view mode presented to the player on the game interface. In other words, different field of view modes can be adjusted based on different movement behaviors.

[0026] For example, different field of view modes may include field of view local switching modes caused by left and right scope opening, and magnification modes caused by scope switching, etc., and the embodiments of the present invention do not limit this.

[0027] In practical applications, in order to determine the player's eye movements, data can be collected, specifically the player's physiological dynamic data, so as to determine the player's specific target movement behavior based on the collected physiological dynamic data.

[0028] In practical implementation, physiological dynamic data can be used to characterize the player's movement data, while eye movement commands can be generated based on the player's movement behavior. Movement behavior can include eye movement operations and a combination of body movement operations under eye movement operations. Therefore, eye movement commands can carry corresponding physiological dynamic data. At this time, by responding to the player's eye movement commands, the player's physiological dynamic data can be collected. After determining the player's current target movement behavior based on the physiological dynamic data used to characterize the movement data, the corresponding interactive control of the aiming method in the game can be performed.

[0029] For example, the collected motion data may include at least one or more of the following: eye closing data representing the player's closed eyes, eye squinting data representing the player's squinting eyes, eye opening data representing the player's normal direct gaze, eye opening data representing the player's wide-open eyes, and body tilt data. Among these, the recorded eye-related dynamic data may involve data such as interocular distance, eye state, and eye size, while the recorded body tilt data may involve normal body tilt and maximum tilt angle. The embodiments of the present invention do not limit the specific dynamic data to be recorded.

[0030] In a preferred embodiment of the present invention, a preset mapping relationship between different movement behaviors and different aiming control methods can be pre-constructed. As one example, a mapping relationship can be established between the player's monocular eye closing operation and the aiming method; as another example, a mapping relationship can be established between the player's body tilt degree and the adjustment of the aiming crosshair; as yet another example, a mapping relationship can be established between the player's eye closing degree and the scope switching, so that the corresponding target operation can be determined from the preset mapping relationship based on the target movement behavior, and the target operation can be used to perform corresponding interactive control of the aiming method in the game, so as to realize the aiming, scope adjustment and other operations of the game deployed on the Vision Pro and other head-mounted display devices by relying solely on the player's eye movement.

[0031] In this embodiment of the invention, the aiming mode in the game can be interactively controlled in response to the player's eye movement commands, that is, the field of view mode presented to the player on the game interface. By relying on the player's eye movements to perform operations such as aiming and adjusting the magnification in the game deployed on head-mounted display devices such as Vision Pro, the actual design operation of the head-mounted display device is more closely matched without the need for the player to perform gesture operations. Moreover, the interactive control mode of the corresponding aiming mode can be responded to through eye movements, reducing the complexity of the player's operation in the game and achieving the purpose of improving control efficiency.

[0032] Reference Figure 2The diagram illustrates a flowchart of another embodiment of the game's scope-opening interaction method according to the present invention, which may specifically include the following steps:

[0033] Step 201: In response to the player's single-eye closing operation, switch the field of view presented to the player on the game interface to the target local interface;

[0034] In this embodiment of the invention, the aiming method in the game can be interactively controlled in response to the player's eye movement commands, that is, the field of view mode presented to the player on the game interface.

[0035] In practical applications, eye movement commands are mainly generated based on the player's current movement behavior, which can include the player's eye movement operations. For example, eye movement operations can include the player's single eye closing operation. In this case, the aiming method in the game can be interactively controlled based on the response to the player's single eye closing operation.

[0036] The aiming method used for interactive control can be used to indicate the field of view presented to the player on the game interface. This means that different movement behaviors can adjust the field of view. Taking the player's single-eye closing action as an example, the eye movement command can be generated based on this action, and the resulting field of view can be manifested as a partial switching of the field of view due to left and right aiming. Therefore, in response to the player's single-eye closing action, the field of view presented to the player on the game interface can be switched to the target area.

[0037] Specifically, the monocular closing operation can include the left eye monocular closing operation and the right eye monocular closing operation. The target local interface can include a first local interface and a second local interface. In response to the player's left eye monocular closing operation, the field of view presented to the player on the game interface can be switched to the first local interface; and / or, in response to the player's right eye monocular closing operation, the field of view presented to the player on the game interface can be switched to the second local interface.

[0038] For example, the first partial interface may refer to the partial interface of the right eye aiming, and the second partial interface may refer to the partial interface of the left eye aiming, such as... Figure 3 As shown, when a player closes their left eye, it can be assumed that the aiming is done through the right eye. In other words, the view presented to the player by the head-mounted display can be switched from full-screen display to a partial view of the right eye aiming. When a player closes their right eye, it can be assumed that the aiming is done through the left eye. In other words, the view presented to the player by the head-mounted display can be switched from full-screen display to a partial view of the left eye aiming.

[0039] In practical implementation, a mapping relationship can be pre-established between the player's single-eye closing action and the aiming method. Then, by collecting the player's specific physiological dynamic data during the response to the player's single-eye closing action, the specific single-eye closing action of the player can be determined. Based on the determined left-eye and / or right-eye single-eye closing action, the target local interface can be switched. Specifically, the determination of left-eye and / or right-eye single-eye closing actions can be made through the collected eye closing data representing the player's closed eyes. In the established mapping relationship, the player's left-eye single-eye closing action can be associated with the interactive control of switching the field of view to the first local interface, and the player's right-eye closing action can be associated with the interactive control of switching the field of view to the second local interface.

[0040] Step 202: In response to the player's body movement commands, control the position of the aiming crosshair on the target area interface;

[0041] After switching the screen to a partial field of view mode in response to the player's single-eye closing action, aiming and aiming adjustments can usually be made in this partial field of view mode.

[0042] In practical applications, eye movement commands are mainly generated based on the player's current movement behavior. This movement behavior includes not only the player's eye movement operations, but also a combination of body movement operations under the condition of eye movement operations. In one embodiment of the present invention, the field of view presented to the player on the game interface can be switched to the target local interface, that is, when aiming down sights, in response to the player's body movement commands, the position of the aiming crosshair on the target local interface is interactively controlled so as to present the adjusted aiming crosshair on the target local interface.

[0043] Among these, body movement commands can be generated based on the player's body tilt or movement information. Specifically, the position of the aiming reticle can be determined using the collected body tilt or position movement data.

[0044] For example, a player's body tilt and movement will affect the position of the aiming reticle. For instance, after a player tilts their body, their aiming reticle can change from position A to position B; or the position of the aiming reticle can gradually move as the body tilts or the player's position gradually moves.

[0045] In a specific implementation, a mapping relationship can be pre-established between the body's tilt direction, the player's walking direction, and the aiming reticle's movement direction. A mapping relationship can also be established between the body's tilt degree or range, the player's walking distance and range, and the aiming reticle's movement level. The specific mapping relationship established is not limited in this embodiment of the invention.

[0046] Step 203: In response to the player's adjustment of the degree of eye closure, switch the scope mode in the game.

[0047] In practical applications, eye movement commands are mainly generated based on the player's current movement behavior, which can include the player's eye movement operations. For example, eye movement operations can include the player's adjustment of the degree of eye closure, i.e., eye closure operation. At this time, the scope mode in the game can be switched based on the response to the player's eye closure operation, i.e., interactive control of the scope switching in the game.

[0048] The scope switching mode used for interactive control can be used to indicate the field of view presented to the player on the game interface. That is, different field of view modes can be adjusted based on different movement behaviors. Taking the eye movement operation as the player's eye closing operation as an example, the eye movement command can be generated based on the player's eye closing operation, and the field of view mode affected by it can be expressed as the magnification mode caused by the scope switching.

[0049] Specifically, when the player's field of view on the game interface is switched to the target area, i.e. when aiming down sights, the scope mode in the game can be switched in response to the player's adjustment of the degree of eye closure, so as to control the magnification of the target area.

[0050] In practical implementation, a mapping relationship can be pre-established between the player's adjustment of eye closure degree and scope switching. Then, by responding to the player's eye closure operation, specific physiological dynamic data of the player is collected to determine the current degree of eye closure. Based on the determined degree of eye closure, the corresponding scope mode is switched. Specifically, the degree of eye closure can be determined by collecting data representing the player squinting, data representing the player's normal eye opening, and data representing the player's wide-open eyes.

[0051] For example, high-magnification scopes in FPS games often have multiple magnification options, such as 8x, 4x, and 2x scopes. Taking an 8x scope on a current shooting device as an example, it can respond to the player's squinting action to maintain the 8x scope's field of view; it can also respond to the player's normal direct view to switch the current 8x scope to a 4x scope, thereby controlling the magnification of its field of view from 8x to 4x; and it can also respond to the player's widening action to switch the current 8x scope to a 2x scope, thereby controlling the magnification of its field of view from 8x to 2x.

[0052] In a preferred embodiment of the present invention, to avoid accidental control due to unconscious eye movements by players, as one example, a test of the player's body data can be added before the game officially starts, enabling players to have accurate awareness of eye interaction control in subsequent game interactions. As another example, after the player makes eye adjustments, the interface can ask the player a second confirmation whether to adjust the scope, and the corresponding operation can only be performed after the player confirms. As yet another example, a threshold buffer can be set when the player changes their eye movements. For example, assuming that the player's eye closure degree A corresponds to switching to an 8x scope, and the eye closure degree B corresponds to switching to a 4x scope, when the player needs to adjust from an 8x scope to a 4x scope, the eye adjustment range can be determined to be (A-B+N), where N is the threshold used for buffering, to prevent the player from accidentally switching scopes when the eye closure degree changes slightly. The embodiments of the present invention do not limit this.

[0053] It should be noted that steps 202 and 203 can be considered parallel steps. The adjustment of the aiming reticle position and the switching of the scope are mainly related operations performed in the scoped state. That is, steps 202 and 203 are usually subsequent interactive control steps based on step 201.

[0054] In this embodiment of the invention, the aiming mode in the game can be interactively controlled in response to the player's eye movement commands, that is, the field of view mode presented to the player on the game interface. By relying on the player's eye movements to perform operations such as aiming and adjusting the magnification in the game deployed on head-mounted display devices such as Vision Pro, the actual design operation of the head-mounted display device is more closely matched without the need for the player to perform gesture operations. Moreover, the interactive control mode of the corresponding aiming mode can be responded to through eye movements, reducing the complexity of the player's operation in the game and achieving the purpose of improving control efficiency.

[0055] It should be noted that, for the sake of simplicity, the method embodiments are all described as a series of actions. However, those skilled in the art should understand that the embodiments of the present invention are not limited to the described order of actions, because according to the embodiments of the present invention, some steps can be performed in other orders or simultaneously. Furthermore, those skilled in the art should also understand that the embodiments described in the specification are preferred embodiments, and the actions involved are not necessarily essential to the embodiments of the present invention.

[0056] Reference Figure 4 The diagram shows a structural block diagram of an embodiment of a game aiming interaction device according to the present invention, which may specifically include the following modules:

[0057] The scope-opening interaction module 401 is used to respond to the player's eye movement commands and interactively control the scope-opening method in the game; the scope-opening method is used to indicate the field of view mode presented to the player on the game interface.

[0058] In one embodiment of the present invention, the camera-opening interaction module 401 may include the following sub-modules:

[0059] The scope-opening interaction submodule is used to respond to the player's eye movement commands, collect the player's physiological dynamic data, and interactively control the scope-opening method in the game based on the physiological dynamic data.

[0060] In one embodiment of the present invention, the physiological dynamic data is used to characterize the player's movement data; the scope-opening interaction submodule may include the following units:

[0061] The scope-opening interaction unit is used to determine the target movement behavior currently being performed by the player based on the motion data; the motion data includes at least one or more of the following: eye closing data, eye squinting data, eye opening data, eye opening data, and body tilt data; based on the target movement behavior, the corresponding target operation is determined from a preset mapping relationship, and the target operation is used to perform corresponding interactive control on the scope-opening method in the game.

[0062] In one embodiment of the present invention, the eye movement command is generated based on the player's monocular eye closure operation, and the scope-opening interaction unit may include the following sub-units:

[0063] The scope-opening interaction subunit is used to switch the field of view presented to the player on the game interface to the target local interface in response to the player's monocular closing operation.

[0064] The monocular closing operation includes a left-eye monocular closing operation and a right-eye monocular closing operation, and the target local interface includes a first local interface and a second local interface; the step of switching the field of view presented to the player on the game interface to the target local interface in response to the player's monocular closing operation may include: switching the field of view presented to the player on the game interface to the first local interface in response to the player's left-eye monocular closing operation; and / or, switching the field of view presented to the player on the game interface to the second local interface in response to the player's right-eye monocular closing operation.

[0065] In one embodiment of the present invention, the interactive control of the aiming method in the game in response to the player's eye movement command further includes: when the field of view presented to the player on the game interface is switched to the target local interface, the position of the aiming crosshair on the target local interface is controlled in response to the player's body movement command, so as to present the adjusted aiming crosshair on the target local interface; wherein the body movement command is generated based on the player's body tilt or walking information.

[0066] In one embodiment of the present invention, the eye movement command is further generated based on the player's adjustment of the degree of eye closure. The interactive control of the scope mode in the game in response to the player's eye movement command also includes: when the field of view presented to the player on the game interface is switched to the target local interface, the scope mode in the game is switched in response to the player's adjustment of the degree of eye closure to control the magnification of the target local interface.

[0067] In this embodiment of the invention, the game aiming interaction device provided by this embodiment of the invention can respond to the player's eye movement commands to perform corresponding interactive control on the aiming mode in the game, that is, to the field of view mode presented to the player on the game interface. By relying on the player's eye movements to perform operations such as aiming and adjusting the magnification in the game deployed on head-mounted display devices such as Vision Pro, it is more in line with the actual design operation of the head-mounted display device without requiring the player to perform gesture operations. Moreover, it can respond to the interactive control mode of the corresponding aiming mode through eye movements, reducing the complexity of the player's operation in the game and achieving the purpose of improving control efficiency.

[0068] As the device embodiment is basically similar to the method embodiment, the description is relatively simple, and relevant parts can be found in the description of the method embodiment.

[0069] This invention also provides an electronic device, comprising:

[0070] It includes a processor, a memory, and a computer program stored in the memory and capable of running on the processor. When the computer program is executed by the processor, it implements the various processes of the above-described game's scope-opening interaction method embodiment and achieves the same technical effect. To avoid repetition, it will not be described again here.

[0071] This invention also provides a computer-readable storage medium storing a computer program. When the computer program is executed by a processor, it implements the various processes of the above-described game's scope-opening interaction method embodiment and achieves the same technical effect. To avoid repetition, it will not be described again here.

[0072] The various embodiments in this specification are described in a progressive manner, with each embodiment focusing on the differences from other embodiments. The same or similar parts between the various embodiments can be referred to each other.

[0073] Those skilled in the art will understand that embodiments of the present invention can be provided as methods, apparatus, or computer program products. Therefore, embodiments of the present invention can take the form of entirely hardware embodiments, entirely software embodiments, or embodiments combining software and hardware aspects. Furthermore, embodiments of the present invention can take the form of computer program products implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0074] This invention is described with reference to flowchart illustrations and / or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the invention. It will be understood that each block of the flowchart illustrations and / or block diagrams, and combinations of blocks in the flowchart illustrations and / or block diagrams, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, special-purpose computer, embedded processor, or other programmable data processing terminal device to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal device, generate instructions for implementing the flowchart illustrations and / or block diagrams. Figure 1 One or more processes and / or boxes Figure 1 A device that provides the functions specified in one or more boxes.

[0075] These computer program instructions may also be stored in a computer-readable storage medium that can direct a computer or other programmable data processing terminal device to operate in a particular manner, such that the instructions stored in the computer-readable storage medium produce an article of manufacture including instruction means, which are implemented in a process Figure 1 One or more processes and / or boxes Figure 1 The function specified in one or more boxes.

[0076] These computer program instructions can also be loaded onto a computer or other programmable data processing terminal equipment, causing a series of operational steps to be performed on the computer or other programmable terminal equipment to produce a computer-implemented process, thereby providing instructions that execute on the computer or other programmable terminal equipment for implementing the process. Figure 1 One or more processes and / or boxes Figure 1 The steps of the function specified in one or more boxes.

[0077] Although preferred embodiments of the present invention have been described, those skilled in the art, upon learning the basic inventive concept, can make other changes and modifications to these embodiments. Therefore, the appended claims are intended to be interpreted as including the preferred embodiments as well as all changes and modifications falling within the scope of the embodiments of the present invention.

[0078] Finally, it should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, data stored, data displayed, etc.) involved in this application are all information and data authorized by the user or fully authorized by all parties. Furthermore, the collection, use and processing of the relevant data must comply with the relevant laws, regulations and standards of the relevant countries and regions, and corresponding operation portals are provided for users to choose to authorize or refuse.

[0079] It should also be noted that, in this document, relational terms such as "first" and "second" are used only to distinguish one entity or operation from another, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Furthermore, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or terminal device that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or terminal device. Without further limitations, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or terminal device that includes said element.

[0080] The foregoing has provided a detailed description of a game scope-opening interaction method, a game scope-opening interaction device, a corresponding electronic device, and a corresponding computer-readable storage medium provided by the present invention. Specific examples have been used to illustrate the principles and implementation methods of the present invention. The descriptions of the above embodiments are only for the purpose of helping to understand the method and core ideas of the present invention. At the same time, for those skilled in the art, there will be changes in specific implementation methods and application scope based on the ideas of the present invention. Therefore, the content of this specification should not be construed as a limitation of the present invention.

Claims

1. A method for scope-opening interaction in a game, characterized in that, The method includes: In response to the player's eye movement commands, the system collects the player's physiological dynamic data; the physiological dynamic data is used to characterize the player's movement data. The target movement behavior of the player is determined based on the motion data; the motion data includes at least one or more of the following: eye closing data, eye squinting data, eye opening data, eye opening data, and body tilt data. Based on the target motion behavior, the corresponding target operation is determined from the preset mapping relationship, and the target operation is used to perform corresponding interactive control on the aiming mode in the game; the aiming mode is used to indicate the field of view mode presented to the player on the game interface; The eye movement commands are generated based on the player's single-eye closure operation, and are also generated based on the player's adjustment of the degree of eye closure. The interactive control of the aiming method in the game using the target operation includes: In response to the player's single-eye closing action, the field of view presented to the player on the game interface is switched to the target local interface; When the player's field of view on the game interface is switched to the target area, the scope mode in the game is switched in response to the player's adjustment of the degree of eye closure, so as to control the magnification of the target area.

2. The method according to claim 1, characterized in that, The monocular closure operation includes a left monocular closure operation and a right monocular closure operation, and the target local interface includes a first local interface and a second local interface; The method of switching the player's field of view on the game interface to the target local interface in response to the player's single-eye closing operation includes: In response to the player's left eye closing action, the player's field of vision on the game interface is switched to the first partial interface; And / or, in response to the player's right eye closing action, the player's field of vision on the game interface is switched to a second partial interface.

3. The method according to claim 1, characterized in that, The method of using the target operation to perform corresponding interactive control on the aiming method in the game also includes: When the player's field of view on the game interface is switched to the target local interface, the position of the aiming crosshair is controlled on the target local interface in response to the player's body movement command, so as to present the adjusted aiming crosshair on the target local interface; wherein, the body movement command is generated based on the player's body tilt or walking information.

4. A scope-opening interaction device for a game, characterized in that, The device includes: The aiming interaction module is used to respond to the player's eye movement commands and collect the player's physiological dynamic data. The physiological dynamic data is used to characterize the player's movement data. Based on the movement data, the module determines the player's current target movement behavior. The movement data includes at least one or more of the following: eye closing data, eye squinting data, eye opening data, eye widening data, and body tilt data. Based on the target movement behavior, the module determines the corresponding target operation from a preset mapping relationship and uses the target operation to perform corresponding interactive control on the aiming method in the game. The aiming method is used to indicate the field of view mode presented to the player on the game interface. The eye movement commands are generated based on the player's single-eye closure operation, and are also generated based on the player's adjustment of the degree of eye closure. The scope-opening interaction module is also used for: In response to the player's single-eye closing action, the field of view presented to the player on the game interface is switched to the target local interface; When the player's field of view on the game interface is switched to the target area, the scope mode in the game is switched in response to the player's adjustment of the degree of eye closure, so as to control the magnification of the target area.

5. An electronic device, characterized in that, include: A processor, a memory, and a computer program stored in the memory and capable of running on the processor, wherein the computer program, when executed by the processor, implements the scope-opening interaction method of the game as described in any one of claims 1 to 3.

6. A computer-readable storage medium, characterized in that, A computer program is stored on the computer-readable storage medium, which, when executed by a processor, implements the scope-opening interaction method of the game as described in any one of claims 1 to 3.

Citation Information

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