Method, device and equipment for operating virtual object in game and storage medium

By simplifying the projectile interaction process in shooting games using gesture commands on head-mounted displays, the problems of high operational complexity and distraction have been solved, resulting in a more efficient game interaction experience and bridging the gap between head-mounted displays and other platforms.

CN117732037BActive Publication Date: 2026-07-31NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2023-12-29
Publication Date
2026-07-31

AI Technical Summary

Technical Problem

On head-mounted displays, the complex and precision-required interactive controls for projectiles in shooting games can lead to player distraction and excessively long operation times, resulting in a platform-asymmetric disadvantage.

Method used

The head-mounted display provides a graphical user interface and uses gesture commands to simplify the interaction process. The first and second gesture commands determine the release distance and direction of the target game item, and the third gesture command controls the throwing operation, reducing the number and complexity of gaze operations.

Benefits of technology

It simplifies the interaction process of head-mounted displays, reduces operational complexity and processing time, improves player concentration, and solves the problem of incompatibility between head-mounted displays and other platforms.

✦ Generated by Eureka AI based on patent content.

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Abstract

This application provides a method, apparatus, device, and storage medium for manipulating virtual objects in a game. The method includes: responding to a first gesture command and a second gesture command; determining first control parameters for a target game item in the game scene based on the first gesture command; determining second control parameters for the target game item based on the second gesture command; and responding to a third gesture command; and controlling the release of the target game item in the game scene based on the first and second control parameters. This method simplifies the interaction process in head-mounted displays (HMDs), reduces the processing time of HMDs, solves the problems of complex game operations and easy player distraction caused by multiple gaze operations, and overcomes the disadvantages caused by the incompatibility between HMDs and other platforms.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and more specifically, to a method, apparatus, device, and storage medium for operating virtual objects in a game. Background Technology

[0002] In current projectile interaction schemes for shooting games, players need to go through several steps before throwing a projectile: switching from primary weapon to projectile, selecting the projectile, selecting the throwing angle, and selecting the throwing force.

[0003] Currently, on head-mounted displays, such as the Vision Pro, users need to go through several steps before throwing an object: gazing into the throwing state, gazing to select the type of object, gazing to select the throwing angle, and adjusting the force with gestures.

[0004] Compared to other operating platforms, current head-mounted displays (HUDs) require complex controls and high precision, creating a platform mismatch. Furthermore, the need for players to maintain continuous focus during throws can lead to distraction and increased risk of failure. Additionally, the complexity of the controls and the intricate processing logic of the devices can result in excessively long turn times, potentially putting players at a disadvantage. Summary of the Invention

[0005] The purpose of this application is to address the shortcomings of the prior art by providing a method, apparatus, device, and storage medium for operating virtual objects in games, thereby solving the problems of high complexity and high precision requirements in game interaction in head-mounted displays.

[0006] To achieve the above objectives, the technical solution adopted in this application is as follows:

[0007] In a first aspect, this application provides a method for manipulating virtual objects in a game, which provides a graphical user interface through a head-mounted display device. The graphical user interface displays at least a portion of the game scene, and the game scene includes a target virtual object controlled by the head-mounted display device. The method includes:

[0008] In response to a first gesture command and a second gesture command, a first control parameter for a target game item in the game scene is determined according to the first gesture command, and a second control parameter for the target game item is determined according to the second gesture command, wherein the first control parameter is used at least to determine the release distance of the target game item, and the second control parameter is used at least to determine the release direction of the target game item;

[0009] In response to a third gesture command, the target game item is released in the game scene based on the first control parameters and the second control parameters.

[0010] Secondly, this application provides a device for manipulating virtual objects in a game, the device comprising:

[0011] A first response module is configured to respond to a first gesture command and a second gesture command, determine a first control parameter for a target game item in the game scene based on the first gesture command, and determine a second control parameter for the target game item based on the second gesture command, wherein the first control parameter is used at least to determine the release distance of the target game item, and the second control parameter is used at least to determine the release direction of the target game item;

[0012] The second response module is used to respond to the third gesture command and control the release of the target game item in the game scene based on the first control parameters and the second control parameters.

[0013] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of a virtual object operation method in a game as described in any one of the first aspects.

[0014] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of a virtual object operation method in a game as described in any one of the first aspects.

[0015] The beneficial effects of this application are: by interacting through the first gesture command, the second gesture command, and the third gesture command, the problems of complex game operation and easy distraction of player attention caused by multiple gaze operations in head-mounted display devices can be avoided. It also simplifies the interaction process in head-mounted display devices, solves the disadvantage caused by the incompatibility between head-mounted display devices and other platforms, and compared with gaze operation, which requires optical sensors to perform multiple calculations, the process of head-mounted display devices recognizing gestures is easier, thus simplifying the processing logic of the device and reducing the processing time of head-mounted display devices.

[0016] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0017] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0018] Figure 1 This illustration shows a graphical user interface diagram of a head-mounted display device according to an embodiment of this application;

[0019] Figure 2 A flowchart illustrating a method for manipulating virtual objects in a game, as provided in an embodiment of this application, is shown.

[0020] Figure 3 This paper presents a comparative diagram of an interactive process provided in an embodiment of this application;

[0021] Figure 4 This application provides a flowchart of determining a first control parameter according to an embodiment of the present application.

[0022] Figure 5 A flowchart illustrating the determination of a second control parameter provided in an embodiment of this application is shown;

[0023] Figure 6 This illustration shows a schematic diagram of an interface for displaying a list of objects to be thrown during a throwing state, according to an embodiment of this application.

[0024] Figure 7 This illustration shows a schematic diagram of a display interface for confirming a throw, provided in an embodiment of this application.

[0025] Figure 8 A flowchart illustrating a method for determining a target game item according to an embodiment of this application is shown;

[0026] Figure 9 This illustration shows a schematic diagram of the display interface of a throwing control in a shooting game according to an embodiment of this application;

[0027] Figure 10 This illustration shows a schematic diagram of an interface for displaying multiple first game props in a throwing game, according to an embodiment of this application.

[0028] Figure 11 This application provides a flowchart illustrating how to determine a second game item according to an embodiment of the present application.

[0029] Figure 12 A schematic diagram of a roulette wheel provided in an embodiment of this application is shown;

[0030] Figure 13A flowchart illustrating an adjustment control in response to a gesture command, according to an embodiment of this application, is shown.

[0031] Figure 14 A schematic diagram of the display interface of a great escape game provided in an embodiment of this application is shown;

[0032] Figure 15 This document illustrates a flowchart of game interaction in an escape game according to an embodiment of this application.

[0033] Figure 16 A schematic diagram of an interface for selecting a target vehicle, provided in an embodiment of this application, is shown.

[0034] Figure 17 This illustration shows a schematic diagram of an interface for determining a target location according to an embodiment of this application;

[0035] Figure 18 This illustration shows a structural schematic diagram of a virtual object manipulation device in a game, as provided in an embodiment of this application.

[0036] Figure 19 A schematic diagram of the structure of an electronic device provided in an embodiment of this application is shown. Detailed Implementation

[0037] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0038] It should be noted that the term "comprising" will be used in the embodiments of this application to indicate the presence of the features declared thereafter, but does not exclude the addition of other features.

[0039] In one embodiment of this disclosure, the virtual object manipulation method in a game can run on a local head-mounted display device or a server. When the virtual object manipulation method in a game runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0040] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of virtual object operation methods in the game are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation; for example, the client device can be a head-mounted display. However, the cloud gaming server in the cloud performs the information processing. When playing the game, the player uses the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0041] In an alternative implementation, taking a game as an example, the head-mounted display (HUD) stores a game program and is used to display game visuals. The HUD is used to interact with the player via a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The HUD can provide the GUI to the player in various ways, such as rendering it on a terminal's display screen or providing it to the player via holographic projection. For example, the HUD may include a display screen for displaying the GUI, which includes game visuals, and a processor for running the game, generating the GUI, and controlling its display on the screen.

[0042] In one possible implementation, this invention provides a method for operating virtual objects in a game, which provides a graphical user interface through a terminal device. The terminal device can be the aforementioned head-mounted display device or a client device in the aforementioned cloud interaction system.

[0043] Head-mounted displays can identify the user's gaze focus and gestures, as well as the user's interaction with controls on the graphical user interface. Taking the interaction of projectiles in shooting games as an example, in the application scenario of head-mounted displays, users need to continuously select projectiles, select throwing force and throwing angle through gaze operation and gesture switching, and then throw.

[0044] However, compared to other operating platforms, such as keyboard and mouse devices, the operation of head-mounted displays is very complex and requires a high degree of precision from the player.

[0045] Furthermore, due to the need for interaction, players' eyes need to move back and forth across the corners of the screen, resulting in a lack of focus and an inability to concentrate on the center of the screen. This poses a significant disadvantage in shooting games and can easily lead to game failure.

[0046] Furthermore, when head-mounted displays recognize gaze operations, optical sensors need to perform multiple calculations. A large number of gaze operations will undoubtedly cause the operation time to be too long, which can easily put head-mounted display users at a disadvantage.

[0047] In addition, due to the complexity and time-consuming operation of head-mounted displays, there is a platform imbalance problem when players using head-mounted displays compete against players using keyboard and mouse.

[0048] To address the aforementioned issues, this application proposes a method for manipulating virtual objects in games. By providing a graphical user interface through a head-mounted display device, this application streamlines the game's interaction process by bringing the interactive operations to the forefront and simplifying them based on gesture interaction. This allows players to focus their attention more on the center of the screen when playing games on a head-mounted display device, reducing the frequency and extent to which the player's gaze deviates from the cursor. This reduces the complexity of game operations on the head-mounted display device and solves the problem of unequal competition between players on different device platforms caused by different devices.

[0049] like Figure 1 The diagram shown is a graphical user interface of a head-mounted display device according to this application. The graphical user interface displays a game scene and at least one operation control. Players can also see real-life objects through the head-mounted display device. Players can interact with the game scene by looking at or using gestures to operate the control.

[0050] Next, combine Figure 2 This application describes the methods for manipulating virtual objects in the game, such as... Figure 2 As shown, the method includes:

[0051] S201. In response to a first gesture instruction and a second gesture instruction, determine a first control parameter for a target game item in the game scene based on the first gesture instruction, and determine a second control parameter for the target game item based on the second gesture instruction, wherein the first control parameter is used at least to determine the release distance of the target game item, and the second control parameter is used at least to determine the release direction of the target game item.

[0052] The head-mounted display can recognize the user's gestures and obtain a first gesture command and a second gesture command. The first gesture command and the second gesture command can be issued simultaneously to control the release distance and direction of the target game item at the same time.

[0053] Optionally, the first gesture instruction can be a relative movement operation of both hands received by the head-mounted display device, and the second gesture instruction can be a raising or lowering operation of one hand received by the head-mounted display device.

[0054] It should be noted that before manipulating the target game item, you can first identify the target game item by gesture or gaze, and then adjust and determine the release distance and release angle of the target game item based on the user's gesture.

[0055] Optionally, the first control parameter can be used to determine the casting distance of the target game item. For example, the first control parameter can be the casting force when casting the target game item; the greater the force, the greater the casting distance.

[0056] The second control parameter can be used to determine the release direction of the target game item. As an example, the second control parameter can be the release angle when releasing the target game item, with different release angles corresponding to different release directions.

[0057] Taking shooting games as an example, when a user needs to perform a throwing operation, after selecting the target object, they can continuously adjust the distance between their hands and the angle at which their right hand is raised. The head-mounted display device can then obtain the first and second gesture commands based on the user's gestures and adjust the throwing force and angle in response to the first and second gesture commands.

[0058] It should be noted that the first and second gesture commands are constantly changing in this step. That is, before the target game item is released during the game, the user can continuously adjust the gestures, and the head-mounted display device can respond in real time to the first and second gesture commands generated during this process to adjust the first and second control parameters.

[0059] S202, In response to the third gesture command, the target game item is released in the game scene based on the first control parameters and the second control parameters.

[0060] After the user selects the target game item, the release distance, and the release direction, the head-mounted display device can release the target game item in response to a third gesture command.

[0061] The third gesture command, the first gesture command, and the second gesture command can be gesture commands that the user can issue simultaneously. When the head-mounted display device recognizes the gesture corresponding to the third gesture command, it can determine the first control parameters of the first gesture command and the second control parameters of the second gesture command.

[0062] Optionally, the release of the target game item in the game scene is controlled based on the first control parameter and the second control parameter. This can be achieved by throwing the target game item at the release distance indicated by the first control parameter and in the release direction indicated by the second control parameter.

[0063] like Figure 3The diagram illustrates the interaction flowchart between the method of this application and existing methods in a shooting game. In existing methods, when performing a throwing interaction, the user first needs to gaze into a throwing state, then gaze to select a projectile, then gaze to select the angle of the projectile, adjust the force with a gesture, and finally confirm the throw with a gesture. In the method of this application, after entering the throwing state, the head-mounted display device can recognize the user's gestures and simultaneously respond to a first gesture command and a second gesture command to determine a first control parameter and a second control parameter, and then respond to a third gesture command to release the projectile. It can be seen that the method of this application greatly simplifies the interaction process of projectiles. Compared with existing interaction processes, it can effectively reduce the complexity of user operations, reduce the time required for operations, and improve the user's gaming experience.

[0064] In this embodiment of the application, in response to a first gesture instruction and a second gesture instruction, a first control parameter for a target game item in the game scene is determined according to the first gesture instruction, and a second control parameter for the target game item is determined according to the second gesture instruction. The first control parameter is used to determine at least the release distance of the target game item, and the second control parameter is used to determine at least the release direction of the target game item. In response to a third gesture instruction, the target game item is released in the game scene based on the first control parameter and the second control parameter.

[0065] Interacting through first, second, and third gesture commands avoids the problems of complex game operations and easy player distraction caused by multiple gaze operations in head-mounted displays. It also simplifies the interaction process in head-mounted displays, solves the disadvantage caused by the incompatibility between head-mounted displays and other platforms. In addition, compared to gaze operations which require multiple calculations by optical sensors, the process of head-mounted displays recognizing gestures is easier, thus simplifying the device's processing logic and reducing the processing time of head-mounted displays.

[0066] The process of determining the first control parameter based on the first gesture instruction in step S201 above will be explained next, such as... Figure 4 As shown, the process includes:

[0067] S401, responding to the relative movement of the first hand and the second hand on the first reference plane, acquire the relative distance between the first hand and the second hand on the first reference plane.

[0068] In this application, the first hand portion and the second hand portion refer to the user's left and right hands, respectively. The correspondence between the first and second hand portions and the left and right hands is not limited herein. The first reference plane can be a horizontal plane in three-dimensional space. The relative distance can be the distance between the two hands on the horizontal plane.

[0069] The head-mounted display device can collect the distance between the hands in real time through a camera, and when the hands move relative to each other, it can collect the relative distance between the hands on the first reference plane in response to the relative movement of the hands on the first reference plane.

[0070] S402. Determine the first control parameter based on the relative distance.

[0071] Optionally, in this application, the first control parameter can be determined based on the relative distance and a preset reference distance. The reference distance can be preset by the user.

[0072] Specifically, the ratio of the relative distance to the reference distance can be calculated first, and the release distance corresponding to the ratio can be determined from the preset distance mapping information. In this application, different ratio intervals and release distances can be pre-established. After obtaining the ratio, the ratio interval in which the ratio lies can be determined, and then the release distance corresponding to the ratio interval can be used as the first control parameter.

[0073] It should be understood that the distance between a player's hands can change during the selection of the casting distance. Therefore, the head-mounted display can calculate the casting distance corresponding to the current hand distance in real time and represent the current casting distance through the force control on the display interface.

[0074] The process of determining the second control parameter based on the second gesture command in step S201 above will continue to be explained, such as... Figure 5 As shown, the process includes:

[0075] S501, responding to the second hand lifting or falling relative to the first reference plane, determine the relative angle between the second hand and the first reference plane.

[0076] Optionally, the second hand can be either the left or right hand. When the camera of the head-mounted display device detects a change in the angle of the second hand relative to the first reference plane, it can collect the relative angle of the second hand relative to the first reference plane.

[0077] S502. Determine the second control parameter based on the relative angle.

[0078] Optionally, a second control parameter can be determined based on the relative angle and a preset reference angle. The reference angle can be preset by the player.

[0079] Specifically, the ratio of the relative angle to the reference angle can be calculated first, and the release angle corresponding to the ratio can be determined from the preset angle mapping information. In this application, different ratio ranges and release angles can be pre-established. After obtaining the ratio, the ratio range in which the ratio lies can be determined, and then the release angle corresponding to the ratio range can be used as the second control parameter.

[0080] It should be understood that during the selection of the casting angle, the relative angle of the player's second body part can change. Therefore, the head-mounted display device can calculate the casting angle corresponding to the current relative angle in real time and represent the current casting angle through the angle control on the display interface.

[0081] Reference Figure 6 This is a schematic diagram illustrating how the release distance and direction are determined by the relative movement of the first and second hands and the lifting angle of the second hand, as provided in this application. The release distance can be determined by the distance *m* between the hands and a preset reference distance, and the release direction can be determined by the lifting angle *α* of the right hand and a preset reference angle.

[0082] Furthermore, in order to achieve precise throwing control, during the process of determining the throwing distance and throwing angle, the throwing distance can be determined based on the hand postures of the first and second hands, and the throwing angle can be determined based on the relative distance between the two hands.

[0083] Optionally, when the first hand maintains the first posture, steps S401-S402 described above can be performed to determine the first control parameters. Specifically, step S401 includes:

[0084] In response to the relative movement of the first hand and the second hand maintaining the first posture on the first reference plane, the relative distance between the first hand and the second hand on the first reference plane is acquired.

[0085] The first posture can be the gripping posture of the first hand. When the first hand is in a gripping posture and the first hand and the second hand move relative to each other on the first reference plane, the head-mounted display device can collect the relative distance between the first hand and the second hand.

[0086] After determining the first and second control parameters based on the first and second hand gestures, the target game item can be thrown by recognizing changes in hand gesture posture. At this point, the first hand gesture also includes a second posture, which can be the extended posture of the first hand gesture. Specifically, the process includes:

[0087] In response to the first hand switching from a first posture to a second posture, a third gesture command is generated.

[0088] Optionally, the third gesture instruction can be the first hand changing from a clenched fist posture to an open posture.

[0089] Reference Figure 7 Assuming the first hand is the left hand, when the left hand... Figure 6 Switching from a clenched fist posture to Figure 7 When in the unfolded position, the head-mounted display can release the target game item in response to a third gesture command.

[0090] It should be noted that this application only uses the example of a gripping posture as the first posture and an unfolded posture as the second posture for illustration. It should be understood that the first posture can also be an unfolded posture and the second posture can be a gripping posture, as long as the first posture and the second posture are different and the head-mounted display device can distinguish them. This application does not impose any restrictions here.

[0091] Optionally, the second hand includes a third posture, which may be a gripping posture of the second hand. Step S401 above can be further described as follows:

[0092] In response to the relative movement of the first hand maintaining a first posture and the second hand maintaining a third posture on the first reference plane, the relative distance between the first hand and the second hand on the first reference plane is acquired.

[0093] With both hands in a clenched grip, and the left and right hands moving relative to each other on the first reference plane, the head-mounted display can capture the relative distance between the left and right hands on the first reference plane.

[0094] The relative distance between the left and right hands on the first reference plane can be the relative distance from the rightmost end of the left hand to the leftmost end of the right hand.

[0095] The graphical user interface in this application may also include item controls, allowing users to determine target game items. It should be noted that the process of determining the target game item can be performed simultaneously with step S201 described above, such as... Figure 8 As shown, the method of this application further includes:

[0096] S801, In response to the first selection command for the item control, display multiple first game items corresponding to the item control in the graphical user interface.

[0097] The first selection instruction can be generated based on the user's gaze action.

[0098] Reference Figure 9 The prop control can be an icon on the graphical user interface. The user can look at the prop control. The optical sensor in the head-mounted display can identify the user's focal point and determine the user's gaze operation as the first selection instruction for the prop control when the user's focal point stays on the icon for a longer than a preset duration threshold.

[0099] Optionally, multiple first-game items corresponding to the item control can be displayed in a list on the graphical user interface. (See reference...) Figure 10 This is a schematic diagram of an interface in a throwing game that displays multiple first-stage game items. The list of items to be thrown can be in the form of... Figure 10The format of the object to be thrown is either a roulette wheel or a list, and this application does not limit this to the following: the list of objects to be thrown includes at least one object to be thrown, which can be a grenade, smoke grenade, flashbang, sticky bomb, incendiary bomb, etc. in the game.

[0100] The items in the list of objects to be thrown, and the order of each item, can be predetermined by the player.

[0101] S802, responding to a second selection instruction for a second game item among a plurality of first game items, the second game item is selected as the target game item.

[0102] In the first implementation, the second selection instruction can be generated based on the user's gaze operation. The head-mounted display device can respond to the user's gaze operation and determine the first game prop where the focus of the user's gaze operation is located as the target game prop.

[0103] In the second implementation, the second selection instruction can be generated based on the user's gesture operation. The head-mounted display device can respond to the user's gesture, determine the first game item indicated by the user's gesture, and identify the first game item indicated by the user's gesture as the target game item.

[0104] Before executing the above S801 step, the head-mounted display device can first generate a first selection command. Specifically, this process includes:

[0105] In response to a gaze operation on the prop control, the first selection instruction is generated based on the gaze operation.

[0106] The head-mounted display device can identify the user's focal point and determine whether the focal point is located within the area where the prop control is located. If the focal point is on the prop control and the duration of the focal point is greater than a preset duration threshold, it can generate a first selection command in response to the user's gaze operation.

[0107] Optionally, each first game item may include its own corresponding item parameters, which are used to describe the item type of the first game item.

[0108] Before step S802 above, a second selection instruction can also be generated first. Specifically, this process includes:

[0109] In response to the fourth gesture command, a target item parameter is determined based on the fourth gesture command, and a second selection command is generated based on the target item parameter.

[0110] The fourth gesture command can be generated based on hand gestures. As an example, refer to... Figure 7 By recognizing the right hand's posture, a prop can be identified from the roulette wheel as the target game prop.

[0111] Optionally, the target item parameters may include the item's identifier, type, etc., as indicated by the fourth gesture command. Based on the target item parameters, one can... Figure 7 The wheel indicates the prop indicated by the fourth gesture command, and a selection command for that prop is generated. The head-mounted display device can select the prop from the wheel in response to the second selection command.

[0112] Furthermore, in this application, the aforementioned fourth instruction can be generated by switching the hand posture of the second hand. For example, switching the clenched posture of the second hand to an open posture, the generation process of the aforementioned fourth gesture instruction includes:

[0113] In response to the second hand switching from the third posture to the fourth posture, the control generates a fourth gesture command.

[0114] Optionally, the fourth posture can be the extended posture of the second hand. The head-mounted display device can generate a fourth gesture command based on the fourth posture, that is, based on the fourth posture of the second part... Figure 7 Select an item from the roulette wheel shown.

[0115] Continue to refer to Figure 7 In addition to determining the first and second control parameters, the target game item can also be determined through a fourth gesture command. For example... Figure 11 As shown, the process of determining the target game item based on the fourth gesture instruction includes:

[0116] S1101, In response to the fourth gesture command, determine the number of fingers displayed by the second hand after switching from the third posture to the fourth posture.

[0117] When the head-mounted display device detects a change in the posture of the second hand, it can determine in real time the number of fingers displayed in the fourth posture of the second hand.

[0118] It should be noted that when determining the number of fingers in the fourth posture, the palm orientation of the second hand in the fourth posture can also be determined, and the target game item can be determined based on the number of fingers and the palm orientation.

[0119] S1102. The item identifier that matches the number of fingers is determined as the target item parameter, wherein the item identifier is used to refer to the second game item among multiple first game items.

[0120] Optionally, multiple first game items can be arranged in a list, and the item identifier can represent the number of the game item in the list.

[0121] In the first implementation, each number of fingers can correspond to a prop icon. The prop icon that matches the number of fingers can be determined as the target prop parameter, and the second game prop corresponding to the prop icon can be determined as the target game prop.

[0122] In the second implementation, the prop identifier can be determined based on the number of fingers and the direction the palm is facing. For example, refer to... Figure 12 When the second hand is the right hand, the right palm facing up and the number of fingers 1-5 can represent item symbols 1-5 respectively, and the right palm facing down and the number of fingers 1-5 can represent item symbols 6-10 respectively.

[0123] Reference Figure 12 Multiple first-game items can be stored in an item wheel. The item wheel includes multiple item positions, which are arranged in sequence and have item icons with corresponding order values.

[0124] Furthermore, the above-mentioned step S1102 includes:

[0125] The item identifier that matches the number of fingers among the item identifiers corresponding to multiple item positions is identified as the target item parameter.

[0126] After determining the palm orientation of the second hand in the fourth posture, it can be based on Figure 10 The system provides a correspondence between item identifiers and the number of fingers. Item identifiers that match the number of fingers are identified as target item parameters, and the item indicated by the target item parameter is identified as the target game item.

[0127] In this application, the current casting distance and casting direction can also be indicated by indicators on the graphical user interface, for example... Figure 7 The system includes a power control and an angle control. The power control indicates the casting distance, and the angle control indicates the casting direction.

[0128] Furthermore, such as Figure 13 As shown, the process of representing the casting distance and casting direction through the indicator control can be as follows:

[0129] S1301, In response to the first gesture instruction, adjust the shape and / or color of the indicator control, the shape and / or color of the indicator control being used to indicate the release distance.

[0130] The indicator control is used to indicate the casting distance. By adjusting the shape and color of the indicator control, users can determine whether the current casting distance is appropriate.

[0131] As an example, the lighter the color of the indicator control, the smaller the casting distance. Therefore, if you need to obtain a larger casting distance, you can adjust the relative distance between your hands. For example, if you increase the relative distance between your hands, the color of the indicator control will become darker.

[0132] It should be noted that this application only uses the color and shape of the indicator control as an example for illustration. It should be understood that other features of the indicator control can also be changed to represent the change in the current casting distance, such as adjusting the size of the indicator control. This application does not impose any limitations on this.

[0133] S1302. In response to the second gesture command, adjust the angle of the indicator control, the angle of which is used to indicate the direction of release.

[0134] Reference Figure 7 The indicator control can also represent the casting direction. By adjusting the angle of the indicator control, the user can know whether the current casting direction is reasonable, and adjust the lifting or lowering angle of the second hand in a timely manner according to the angle of the indicator control.

[0135] The above describes the method of this application for performing throwing interaction operations in shooting game scenarios. As another possible implementation, the method of this application can also be applied to escape game scenarios.

[0136] In escape games, in chaotic scenes with multiple vehicles nearby, the method described in this application can respond to the player's gaze and gestures, referring to... Figure 14 Players can choose one of several vehicles near their virtual character and select a seat to board. The steps in this scenario will be explained in more detail below.

[0137] like Figure 15 As shown, after the player enters the boarding confirmation state by gazing at the boarding-related controls, the process of interacting with the game in the escape scene based on gestures includes:

[0138] S1501, In response to a fifth gesture instruction, a third control parameter is determined for multiple game vehicles in the game scene based on the fifth gesture instruction. The third control parameter is used to determine the target vehicle from the multiple game vehicles.

[0139] When displaying game vehicles, the head-mounted display can also show information about the vehicles, such as the remaining fuel level and the number of passengers.

[0140] Optionally, the fifth gesture command can be a relative movement of both hands received by the head-mounted display. The third control parameter can characterize the distance between the virtual character represented by the player and the target vehicle.

[0141] Reference Figure 16 The game scene includes multiple game vehicles. By recognizing the relative distance between the player's hands, the corresponding game vehicle can be determined. In this application, the relative distance can be mapped to vehicle distance, that is, the distance between the player's virtual character and each game vehicle.

[0142] For example, after the head-mounted display device detects the distance between the hands, it can calculate the ratio of the hand-to-hand distance to a unit length, and look up the corresponding distance on the display interface in a pre-established distance mapping table. When the distance on the display interface matches the distance to the vehicle, the vehicle can be highlighted. Figure 16 The head-mounted display device recognizes the current distance between the hands as m. After calculation, it finds that the distance corresponding to the ratio of m to unit length is the same as the distance to vehicle A. Therefore, vehicle A can be highlighted.

[0143] S1502, In response to the sixth hand gesture command, determine the fourth control parameters for the target vehicle based on the sixth hand gesture command, the fourth control parameters being used to determine the target position from the target vehicle.

[0144] While identifying the target vehicle, the head-mounted display can also respond to a sixth gesture command to pinpoint the target location within the target vehicle.

[0145] The sixth gesture command can be a hand posture change received by the head-mounted display device, such as changing a hand from a clenched fist to an open hand. The fourth control parameter can be the seat identifier in the target vehicle, and the seat identifier can correspond one-to-one with the number of fingers on the hand corresponding to the sixth gesture command.

[0146] In this application, a list of selectable seats can be pre-established, with each seat corresponding to a number and each number of fingers corresponding to a number. Therefore, the association between the number of fingers in a gesture and the seat can be established based on the number.

[0147] The head-mounted display can show prompts via controls on the display interface. The prompts include the available seats in the target vehicle and the corresponding gestures for each available seat. The player makes the gestures according to the prompts, and the head-mounted display can then identify the seat corresponding to the player's gestures as the target seat.

[0148] Reference Figure 17 After the head-mounted display determines the target vehicle as vehicle A based on the relative distance between the user's hands, the user can adjust the position of their right hand by changing the number of fingers. Figure 17 Choose one of the four available seats in vehicle A as the target location.

[0149] It should be understood that when multiple people select seats together, the controls on the display interface can also update the seat selection status, removing the selected seats from the list of available seats for the current target vehicle. If a user makes a gesture indicating that a seat has been selected, the head-mounted display device can determine whether the seat corresponding to the gesture has already been selected. If it has been selected, the user will be prompted to select a seat again.

[0150] S1503, in response to the seventh gesture command, controls the selection of the target vehicle and target location in the game scene based on the third and fourth control parameters.

[0151] Optionally, the seventh gesture command can be a hand posture change received by the head-mounted display device. It should be understood that, to avoid confusion, the single hand in the seventh gesture command and the sixth gesture command can be different hands. For example, the sixth gesture command is a change in the number of fingers on the right hand, while the seventh gesture command is a change in the left hand from a clenched fist posture to an open posture.

[0152] It should be understood that there is no restriction on the order of steps S1301 and S1302 above. You can select the target vehicle and the target location at the same time. After selecting the target location, you can also adjust the distance between your hands to change the target vehicle.

[0153] Furthermore, after determining the target location, the head-mounted display can also show optional operations corresponding to the target location. This process includes:

[0154] Determine the operation parameters for the target location, and display the corresponding operation controls on the graphical user interface based on the operation parameters.

[0155] Optionally, the operating parameters can be the operating behaviors that can be triggered at the target location, such as the driving position controlling the vehicle to move forward, backward, or turn.

[0156] After determining the operational parameters for the target location, the head-mounted display can show the corresponding control controls on a graphical user interface. For example, for the driver's position, where operational parameters include vehicle movement, controls such as accelerator, brake, and steering wheel can be provided.

[0157] It should be noted that this application only uses the throwing interaction operation in shooting games and the vehicle boarding operation in escape games as examples to illustrate the process of applying the method of this application to the game interaction process in head-mounted display devices. It should be understood that the method of this application can also be applied to other game interaction scenarios in head-mounted display devices to simplify multiple operations with causal relationships into interactive operations that can be performed in parallel. It should not be limited to the embodiments shown in this application.

[0158] In this embodiment of the application, in the application scenario of head-mounted display devices, by making reasonable use of the distance between the two hands and the gestures of the fingers, multiple interactive operations with a sequential relationship are aligned and performed synchronously, which effectively reduces the complexity of the interaction and the interaction time, thus leveling the gap between head-mounted display devices and keyboard and mouse devices.

[0159] Based on the same inventive concept, this application also provides a virtual object operation device in the game corresponding to the virtual object operation method in the game. Since the principle of the device in this application is similar to the virtual object operation method in the game described above in this application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0160] Figure 18 The diagram shows a structural schematic of a virtual object operation device in a game provided in an embodiment of this application. The device can be a head-mounted display.

[0161] The first response module 1801 is used to respond to a first gesture command and a second gesture command, determine a first control parameter for a target game item in the game scene according to the first gesture command, and determine a second control parameter for the target game item according to the second gesture command, wherein the first control parameter is used to determine at least the release distance of the target game item, and the second control parameter is used to determine at least the release direction of the target game item.

[0162] The second response module 1802 is used to respond to the third gesture command and control the release of the target game item in the game scene based on the first control parameters and the second control parameters.

[0163] In one feasible implementation, the first response module 1801 is specifically used for:

[0164] In response to the relative movement of the first hand and the second hand on the first reference plane, the relative distance between the first hand and the second hand on the first reference plane is collected;

[0165] The first control parameter is determined based on the relative distance.

[0166] In one feasible implementation, the first response module 1801 is specifically used for:

[0167] In response to the second hand lifting or falling relative to the first reference plane, the relative angle between the second hand and the first reference plane is determined;

[0168] The second control parameter is determined based on the relative angle.

[0169] In one feasible implementation, the first hand includes a first posture; the first response module 1801 is specifically used for:

[0170] In response to the relative movement of the first hand and the second hand maintaining the first posture on the first reference plane, the relative distance between the first hand and the second hand on the first reference plane is acquired.

[0171] In one feasible implementation, the apparatus of this application further includes: an instruction generation module, used for:

[0172] In response to the first hand switching from a first posture to a second posture, a third gesture command is generated.

[0173] In one feasible implementation, the first posture is a clenched posture of the first hand, and the second posture is an open posture of the first hand.

[0174] In one feasible implementation, the second hand gesture includes the third posture;

[0175] The first response module 1801 is specifically used for:

[0176] In response to the relative movement of the first hand maintaining a first posture and the second hand maintaining a third posture on the first reference plane, the relative distance between the first hand and the second hand on the first reference plane is acquired.

[0177] In one feasible implementation, prop controls are also displayed on the graphical user interface;

[0178] The device of this application also includes a selection module, specifically used for:

[0179] In response to the first selection command for the item control, display multiple first game items corresponding to the item control in the graphical user interface;

[0180] In response to a second selection instruction for a second game item among multiple first game items, the second game item is selected as the target game item.

[0181] In one feasible implementation, the instruction generation module is specifically used for:

[0182] In response to a gaze action on the prop control, a first selection instruction is generated based on the gaze action.

[0183] In one feasible implementation, multiple first game items include their respective corresponding item parameters;

[0184] The instruction generation module is specifically used for:

[0185] In response to the fourth gesture command, a target item parameter is determined based on the fourth gesture command, and a second selection command is generated based on the target item parameter.

[0186] In one feasible implementation, the second hand also includes a fourth gesture;

[0187] The instruction generation module is specifically used for:

[0188] In response to the second hand switching from the third posture to the fourth posture, the control generates a fourth gesture command.

[0189] In one feasible implementation, the third posture is the clenched posture of the second hand, and the fourth posture is the finger posture of the second hand.

[0190] In one feasible implementation, the first response module 1801 is specifically used for:

[0191] In response to the fourth gesture command, determine the number of fingers displayed by the second hand after switching from the third to the fourth posture;

[0192] The item identifier that matches the number of fingers is determined as the target item parameter, where the item identifier is used to refer to the second game item among multiple first game items.

[0193] In one feasible implementation, multiple first game items are stored in an item wheel, which includes multiple item positions, and the multiple item positions are arranged in sequence and set with item identifiers with corresponding order values;

[0194] The first response module 1801 is specifically used for:

[0195] The item identifier that matches the number of fingers among the item identifiers corresponding to multiple item positions is identified as the target item parameter.

[0196] In one feasible implementation, the graphical user interface includes: indicator controls;

[0197] The device of this application also includes a control adjustment module, specifically used for:

[0198] In response to a first gesture command, the shape and / or color of the indicator control are adjusted to indicate the release distance;

[0199] In response to the second gesture command, the angle of the indicator control is adjusted, and the angle of the indicator control is used to indicate the direction of release.

[0200] In one feasible implementation, the first response module 1801 is specifically used for:

[0201] In response to the fifth gesture command, a third control parameter is determined for multiple game vehicles in the game scene based on the fifth gesture command. The third control parameter is used to identify the target vehicle from the multiple game vehicles.

[0202] In response to the sixth hand gesture command, a fourth control parameter for the target vehicle is determined based on the sixth hand gesture command. The fourth control parameter is used to determine the target position from the target vehicle.

[0203] The second response module 1802 is specifically used for:

[0204] In response to the seventh gesture command, the target vehicle and target location are selected in the game scene based on the third and fourth control parameters.

[0205] The control adjustment module is also specifically used for:

[0206] Determine the operation parameters for the target location, and display the corresponding operation controls on the graphical user interface based on the operation parameters.

[0207] This application embodiment uses a first gesture command, a second gesture command, and a third gesture command for interaction, which can avoid the problems of complex game operation and easy distraction of player attention caused by multiple gaze operations in head-mounted display devices. It also simplifies the interaction process in head-mounted display devices, solves the disadvantage caused by the incompatibility between head-mounted display devices and other platforms. In addition, compared with gaze operations, which require multiple calculations by optical sensors, the process of head-mounted display devices recognizing gestures is easier, thus simplifying the processing logic of the device and reducing the processing time of the head-mounted display device.

[0208] Figure 19 A schematic diagram of an electronic device provided in an embodiment of this application is shown, including: a processor 1901, a storage medium 1902, and a bus 1903. The storage medium 1902 stores machine-readable instructions executable by the processor 1901. When the electronic device runs a virtual object operation method in a game as described in the embodiment, the processor 1901 communicates with the storage medium 1902 via the bus 1903. The processor 1901 executes the machine-readable instructions, and the preamble of the method item of the processor 1901 performs the following steps:

[0209] In response to a first gesture command and a second gesture command, a first control parameter for a target game item in the game scene is determined according to the first gesture command, and a second control parameter for the target game item is determined according to the second gesture command, wherein the first control parameter is used to determine at least the release distance of the target game item, and the second control parameter is used to determine at least the release direction of the target game item.

[0210] In response to a third gesture command, the target game item is released in the game scene based on the first and second control parameters.

[0211] In one feasible implementation, when the processor 1901 executes the first control parameters for a target game item in the game scene based on the first gesture instruction, it specifically performs the following:

[0212] In response to the relative movement of the first hand and the second hand on the first reference plane, the relative distance between the first hand and the second hand on the first reference plane is collected;

[0213] The first control parameter is determined based on the relative distance.

[0214] In one feasible implementation, when the processor 1901 executes the second control parameters for the target game item determined according to the second gesture instruction, it specifically performs the following:

[0215] In response to the second hand lifting or falling relative to the first reference plane, the relative angle between the second hand and the first reference plane is determined;

[0216] The second control parameter is determined based on the relative angle.

[0217] In one feasible implementation, when the processor 1901 executes a response to the relative movement of the first hand and the second hand on the first reference plane and acquires the relative distance between the first hand and the second hand on the first reference plane, it is specifically used for:

[0218] In response to the relative movement of the first hand and the second hand maintaining the first posture on the first reference plane, the relative distance between the first hand and the second hand on the first reference plane is acquired.

[0219] In one feasible implementation, processor 1901 is also used to perform:

[0220] In response to the first hand switching from a first posture to a second posture, a third gesture command is generated.

[0221] In one feasible implementation, when the processor 1901 executes a response to the relative movement of the first hand and the second hand on the first reference plane and acquires the relative distance between the first hand and the second hand on the first reference plane, it is specifically used for:

[0222] In response to the relative movement of the first hand maintaining a first posture and the second hand maintaining a third posture on the first reference plane, the relative distance between the first hand and the second hand on the first reference plane is acquired.

[0223] In one feasible implementation, processor 1901 is also used to perform:

[0224] In response to the first selection command for the item control, display multiple first game items corresponding to the item control in the graphical user interface;

[0225] In response to a second selection instruction for a second game item among multiple first game items, the second game item is selected as the target game item.

[0226] In one feasible implementation, processor 1901 is also used to perform:

[0227] In response to a gaze action on the prop control, a first selection instruction is generated based on the gaze action.

[0228] In one feasible implementation, processor 1901 is also used to perform:

[0229] In response to the fourth gesture command, a target item parameter is determined based on the fourth gesture command, and a second selection command is generated based on the target item parameter.

[0230] In one feasible implementation, processor 1901 is also used to perform:

[0231] In response to the second hand switching from the third posture to the fourth posture, the control generates a fourth gesture command.

[0232] In one feasible implementation, when the processor 1901 executes a response to a fourth gesture instruction and determines a target prop parameter based on the fourth gesture instruction, it specifically performs the following:

[0233] In response to the fourth gesture command, determine the number of fingers displayed by the second hand after switching from the third to the fourth posture;

[0234] The item identifier that matches the number of fingers is determined as the target item parameter, where the item identifier is used to refer to the second game item among multiple first game items.

[0235] In one feasible implementation, when the processor 1901 executes the process of determining the item identifier corresponding to the number of fingers as the target item parameter, it specifically performs the following:

[0236] The item identifier that matches the number of fingers among the item identifiers corresponding to multiple item positions is identified as the target item parameter.

[0237] In one feasible implementation, processor 1901 is also used to perform:

[0238] In response to a first gesture command, the shape and / or color of the indicator control are adjusted to indicate the release distance;

[0239] In response to the second gesture command, the angle of the indicator control is adjusted, and the angle of the indicator control is used to indicate the direction of release.

[0240] In one feasible implementation, processor 1901 is also used to perform:

[0241] In response to the fifth gesture command, a third control parameter is determined for multiple game vehicles in the game scene based on the fifth gesture command. The third control parameter is used to identify the target vehicle from the multiple game vehicles.

[0242] In response to the sixth hand gesture command, a fourth control parameter for the target vehicle is determined based on the sixth hand gesture command. The fourth control parameter is used to determine the target position from the target vehicle.

[0243] In response to the seventh gesture command, the target vehicle and target location are selected in the game scene based on the third and fourth control parameters.

[0244] In one feasible implementation, processor 1901 is also used to perform:

[0245] Determine the operation parameters for the target location, and display the corresponding operation controls on the graphical user interface based on the operation parameters.

[0246] This application embodiment uses a first gesture command, a second gesture command, and a third gesture command for interaction, which can avoid the problems of complex game operation and easy distraction of player attention caused by multiple gaze operations in head-mounted display devices. It also simplifies the interaction process in head-mounted display devices, solves the disadvantage caused by the incompatibility between head-mounted display devices and other platforms. In addition, compared with gaze operations, which require multiple calculations by optical sensors, the process of head-mounted display devices recognizing gestures is easier, thus simplifying the processing logic of the device and reducing the processing time of the head-mounted display device.

[0247] This application embodiment also provides a computer-readable storage medium storing a computer program, which is executed by a processor, and the processor performs the following steps:

[0248] In response to a first gesture command and a second gesture command, a first control parameter for a target game item in the game scene is determined according to the first gesture command, and a second control parameter for the target game item is determined according to the second gesture command, wherein the first control parameter is used to determine at least the release distance of the target game item, and the second control parameter is used to determine at least the release direction of the target game item.

[0249] In response to a third gesture command, the target game item is released in the game scene based on the first and second control parameters.

[0250] In one feasible implementation, when the processor executes the first control parameters for a target game item in the game scene based on the first gesture instruction, it specifically performs the following:

[0251] In response to the relative movement of the first hand and the second hand on the first reference plane, the relative distance between the first hand and the second hand on the first reference plane is collected;

[0252] The first control parameter is determined based on the relative distance.

[0253] In one feasible implementation, when the processor executes the second control parameters for the target game item determined according to the second gesture instruction, it specifically performs the following:

[0254] In response to the second hand lifting or falling relative to the first reference plane, the relative angle between the second hand and the first reference plane is determined;

[0255] The second control parameter is determined based on the relative angle.

[0256] In one feasible implementation, when the processor executes a response to the relative movement of the first hand and the second hand on the first reference plane, and acquires the relative distance between the first hand and the second hand on the first reference plane, it specifically performs the following:

[0257] In response to the relative movement of the first hand and the second hand maintaining the first posture on the first reference plane, the relative distance between the first hand and the second hand on the first reference plane is acquired.

[0258] In one feasible implementation, the processor is also used to perform:

[0259] In response to the first hand switching from a first posture to a second posture, a third gesture command is generated.

[0260] In one feasible implementation, when the processor executes a response to the relative movement of the first hand and the second hand on the first reference plane, and acquires the relative distance between the first hand and the second hand on the first reference plane, it specifically performs the following:

[0261] In response to the relative movement of the first hand maintaining a first posture and the second hand maintaining a third posture on the first reference plane, the relative distance between the first hand and the second hand on the first reference plane is acquired.

[0262] In one feasible implementation, the processor is also used to perform:

[0263] In response to the first selection command for the item control, display multiple first game items corresponding to the item control in the graphical user interface;

[0264] In response to a second selection instruction for a second game item among multiple first game items, the second game item is selected as the target game item.

[0265] In one feasible implementation, the processor is also used to perform:

[0266] In response to a gaze action on the prop control, a first selection instruction is generated based on the gaze action.

[0267] In one feasible implementation, the processor is also used to perform:

[0268] In response to the fourth gesture command, a target item parameter is determined based on the fourth gesture command, and a second selection command is generated based on the target item parameter.

[0269] In one feasible implementation, the processor is also used to perform:

[0270] In response to the second hand switching from the third posture to the fourth posture, the control generates a fourth gesture command.

[0271] In one feasible implementation, when the processor executes a response to a fourth gesture instruction and determines a target item parameter based on the fourth gesture instruction, it specifically performs the following:

[0272] In response to the fourth gesture command, determine the number of fingers displayed by the second hand after switching from the third to the fourth posture;

[0273] The item identifier that matches the number of fingers is determined as the target item parameter, where the item identifier is used to refer to the second game item among multiple first game items.

[0274] In one feasible implementation, when the processor determines the item identifier corresponding to the number of fingers as the target item parameter, it specifically performs the following:

[0275] The item identifier that matches the number of fingers among the item identifiers corresponding to multiple item positions is identified as the target item parameter.

[0276] In one feasible implementation, the processor is also used to perform:

[0277] In response to a first gesture command, the shape and / or color of the indicator control are adjusted to indicate the release distance;

[0278] In response to the second gesture command, the angle of the indicator control is adjusted, and the angle of the indicator control is used to indicate the direction of release.

[0279] In one feasible implementation, the processor is also used to perform:

[0280] In response to the fifth gesture command, a third control parameter is determined for multiple game vehicles in the game scene based on the fifth gesture command. The third control parameter is used to identify the target vehicle from the multiple game vehicles.

[0281] In response to the sixth hand gesture command, a fourth control parameter for the target vehicle is determined based on the sixth hand gesture command. The fourth control parameter is used to determine the target position from the target vehicle.

[0282] In response to the seventh gesture command, the target vehicle and target location are selected in the game scene based on the third and fourth control parameters.

[0283] In one feasible implementation, the processor is also used to perform:

[0284] Determine the operation parameters for the target location, and display the corresponding operation controls on the graphical user interface based on the operation parameters.

[0285] This application embodiment uses a first gesture command, a second gesture command, and a third gesture command for interaction, which can avoid the problems of complex game operation and easy distraction of player attention caused by multiple gaze operations in head-mounted display devices. It also simplifies the interaction process in head-mounted display devices, solves the disadvantage caused by the incompatibility between head-mounted display devices and other platforms. In addition, compared with gaze operations, which require multiple calculations by optical sensors, the process of head-mounted display devices recognizing gestures is easier, thus simplifying the processing logic of the device and reducing the processing time of the head-mounted display device.

[0286] In this embodiment, the computer program, when run by the processor, can also execute other machine-readable instructions to perform other methods as described in the embodiments. For details on the specific execution steps and principles, please refer to the description of the embodiments, which will not be repeated here.

[0287] In the embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the displayed or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0288] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0289] In addition, the functional units in the embodiments provided in this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0290] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0291] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.

[0292] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application. All should be covered within the protection scope of this application. Therefore, the protection scope of this application should be determined by the protection scope of the claims.

Claims

1. A method for operating a virtual object in a game, characterized by, The method includes providing a graphical user interface via a head-mounted display device, the graphical user interface displaying at least a portion of a game scene, the game scene including target virtual objects controlled by the head-mounted display device: In response to a first gesture command and a second gesture command, a first control parameter for a target game item in the game scene is determined according to the first gesture command, and a second control parameter for the target game item is determined according to the second gesture command, wherein the first control parameter is used at least to determine the release distance of the target game item, and the second control parameter is used at least to determine the release direction of the target game item; In response to a third gesture command, the target game item is released in the game scene based on the first control parameters and the second control parameters.

2. The method of claim 1, wherein, The step of determining the first control parameters for the target game item in the game scene based on the first gesture command includes: In response to the relative movement of the first hand and the second hand on the first reference plane, the relative distance between the first hand and the second hand on the first reference plane is collected; The first control parameter is determined based on the relative distance.

3. The method of claim 2, wherein, The step of determining the second control parameters for the target game item based on the second gesture command includes: In response to the second hand lifting or falling relative to the first reference plane, the relative angle between the second hand and the first reference plane is determined; The second control parameter is determined based on the relative angle.

4. The method of claim 3, wherein, The first hand includes a first posture; The response to the relative movement of the first hand and the second hand on the first reference plane, and the acquisition of the relative distance between the first hand and the second hand on the first reference plane, includes: In response to the relative movement of the first hand and the second hand maintaining the first posture on the first reference plane, the relative distance between the first hand and the second hand on the first reference plane is acquired.

5. The method of claim 4, wherein, The first hand also includes a second pose, and the method further includes: In response to the first hand switching from the first posture to the second posture, the control generates the third gesture command.

6. The method of claim 5, wherein, The first posture is the clenched posture of the first hand, and the second posture is the open posture of the first hand.

7. The method of claim 6, wherein, The second hand position includes the third posture; The response to the relative movement of the first hand and the second hand on the first reference plane, and the acquisition of the relative distance between the first hand and the second hand on the first reference plane, includes: In response to the relative movement of the first hand maintaining the first posture and the second hand maintaining the third posture on the first reference plane, the relative distance between the first hand and the second hand on the first reference plane is acquired.

8. The method of claim 7, wherein, The graphical user interface also displays prop controls, and the method further includes, prior to responding to the first gesture command and the second gesture command: In response to a first selection instruction for the item control, multiple first game items corresponding to the item control are displayed in the graphical user interface; In response to a second selection instruction for a second game item among the plurality of first game items, the second game item is identified as the target game item.

9. The method of claim 8, wherein, The method further includes: In response to a gaze operation on the prop control, the first selection instruction is generated based on the gaze operation.

10. The method of claim 9, wherein, The plurality of first game items include their respective corresponding item parameters, and the method further includes: In response to a fourth gesture instruction, a target item parameter is determined based on the fourth gesture instruction, and a second selection instruction is generated based on the target item parameter.

11. The method of claim 10, wherein, The second hand also includes a fourth posture, and the method further includes: In response to the second hand switching from the third posture to the fourth posture, the control generates the fourth gesture command.

12. The method of claim 11, wherein, The third posture is the clenched posture of the second hand, and the fourth posture is the finger posture of the second hand.

13. The method of claim 12, wherein, The step of responding to a fourth gesture command and determining a target prop parameter based on the fourth gesture command includes: In response to a fourth gesture command, determine the number of fingers displayed by the second hand after switching from the third posture to the fourth posture; The item identifier that matches the number of fingers is determined as the target item parameter, wherein the item identifier is used to refer to the second game item among the plurality of first game items.

14. The method of claim 12, wherein, The multiple first game props are stored in an item wheel, which includes multiple item positions. The multiple item positions are arranged in sequence and are set with item icons with corresponding order values. The step of determining the prop identifier that matches the number of fingers as the target prop parameter includes: The prop identifier that matches the number of fingers among the prop identifiers corresponding to the multiple prop positions is determined as the target prop parameter.

15. The method of claim 1-14, wherein, The graphical user interface includes: indicator controls; The method further includes: In response to the first gesture command, the shape and / or color of the indicator control are adjusted, the shape and / or color of the indicator control being used to indicate the release distance; In response to the second gesture command, the angle of the indicator control is adjusted, the angle of the indicator control being used to indicate the release direction.

16. The method of claim 1-14, wherein, The method further includes: In response to a fifth gesture instruction, a third control parameter is determined based on the fifth gesture instruction for multiple game vehicles in the game scene, the third control parameter being used to determine a target vehicle from the multiple game vehicles; In response to a sixth gesture instruction, a fourth control parameter for the target vehicle is determined based on the sixth gesture instruction, the fourth control parameter being used to determine the target position from the target vehicle; In response to the seventh gesture command, the target vehicle and the target location are selected in the game scene based on the third and fourth control parameters.

17. The method of claim 16, wherein, The method further includes: Determine the operation parameters for the target location, and display the corresponding operation controls on the graphical user interface according to the operation parameters.

18. A virtual object operation device in a game, comprising: The virtual object manipulation device in the game is used to implement the steps of the virtual object manipulation method in the game as described in any one of claims 1-17, the device comprising: A first response module is configured to respond to a first gesture command and a second gesture command, determine a first control parameter for a target game item in the game scene based on the first gesture command, and determine a second control parameter for the target game item based on the second gesture command, wherein the first control parameter is used at least to determine the release distance of the target game item, and the second control parameter is used at least to determine the release direction of the target game item; The second response module is used to respond to the third gesture command and control the release of the target game item in the game scene based on the first control parameters and the second control parameters.

19. An electronic device, comprising: include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of a virtual object manipulation method in a game as described in any one of claims 1 to 17.

20. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of a virtual object manipulation method in a game as described in any one of claims 1 to 17.