Method, device, head-mounted device and readable storage medium for virtual prop
Patent Information
- Application Number
- CN202410071898.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2024-01-17
- Publication Date
- 2026-09-11
- Estimated Expiration
- 2044-01-17
AI Technical Summary
[0004]基于此,有必要针对上述技术问题,提供一种虚拟道具的使用方法、装置、头显设备与可读存储介质,用以解决用户在通过头显设备进行游戏的相关技术中,控制虚拟角色使用道具所存在的交互流程复杂,影响用户体验的技术问题
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Figure CN117861196B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game control technology, specifically to a method, apparatus, head-mounted display device, and readable storage medium for using virtual props. Background Technology
[0002] Currently, with the development of virtual reality technology, more and more games are choosing to run on head-mounted displays (HUDs) that support virtual reality technology to provide users with a better gaming experience. Specifically, HUDs typically provide users with a graphical user interface (GUI) to enable human-computer interaction.
[0003] However, the above-mentioned human-computer interaction based on graphical user interface to input game commands is rather cumbersome. Taking the use of game items as an example, users usually need to open the game backpack displayed on the graphical user interface and select the corresponding item to use. This item selection process often consumes a certain amount of selection time. In the tense combat environment, it greatly tests the player's hand speed and judgment. Especially for games that run on head-mounted displays with higher operational flexibility, the complex interaction process often brings a bad gaming experience to users. Summary of the Invention
[0004] Therefore, it is necessary to provide a method, device, head-mounted display, and readable storage medium for using virtual props to address the aforementioned technical problems, thereby resolving the technical issues that arise when users control virtual characters to use props in games through head-mounted displays, which leads to complex interaction processes and negatively impacts user experience.
[0005] In a first aspect, this application provides a method for using virtual props, which provides a graphical user interface (GUI) of a target game through a head-mounted display device. The GUI includes at least a portion of the game scene, and the game scene includes a target virtual character controlled by the head-mounted display device. The target virtual character is equipped with a variety of virtual props, which are used to provide corresponding game prop effects for the target virtual character. The method includes:
[0006] In response to a first gesture command, the hand gesture features corresponding to the first gesture command are obtained;
[0007] Based on the hand gesture characteristics, a target virtual item and a method of using the target virtual item are determined from the various virtual items, and the target virtual character is controlled to use the target virtual item in the game scene to provide the target virtual character with corresponding game item effects.
[0008] Secondly, this application provides a device for using virtual props, which provides a graphical user interface for a target game via a head-mounted display device. The graphical user interface includes at least a portion of the game scene, and the game scene includes a target virtual character controlled by the head-mounted display device. The target virtual character is equipped with a variety of virtual props, which are used to provide corresponding game prop effects for the target virtual character. The device includes:
[0009] A response module is used to respond to a first gesture command and obtain the hand gesture features corresponding to the first gesture command;
[0010] The control module is used to determine the target virtual prop and the prop usage method for the target virtual prop from the multiple virtual props based on the hand gesture characteristics, and to control the target virtual character to use the target virtual prop in the game scene, so as to provide the target virtual character with the corresponding game prop effect.
[0011] Thirdly, this application also provides a head-mounted display device, the head-mounted display device comprising:
[0012] One or more processors;
[0013] Memory; and
[0014] One or more applications, wherein the one or more applications are stored in the memory and configured to be executed by the processor to implement the method of using the virtual props provided above.
[0015] Fourthly, this application also provides a computer-readable storage medium having a computer program stored thereon, the computer program being loaded by a processor to execute the above-described method for using virtual items.
[0016] Fifthly, embodiments of this application provide a human-computer interaction system based on virtual reality technology, the human-computer interaction system comprising:
[0017] Virtual reality consoles and head-mounted displays;
[0018] The head-mounted display device is used to provide a graphical user interface for the target game. The graphical user interface includes at least a portion of the game scene. The game scene includes a target virtual character controlled by the head-mounted display device. The target virtual character is equipped with a variety of virtual props, which are used to provide corresponding game prop effects for the target virtual character.
[0019] The virtual reality host is used to receive user operation instructions and to execute preset computer programs to realize the usage method of the virtual props provided above.
[0020] The method for using virtual props provided in this application is mainly applied to target games provided by head-mounted display devices. A game scene is provided through a graphical user interface, where the game scene includes a target virtual character controlled by the head-mounted display device. The target virtual character is equipped with various virtual props to provide corresponding game prop effects. The method responds to a first gesture command to obtain the hand gesture characteristics corresponding to the first gesture command, thereby facilitating the subsequent determination of the target virtual prop and the prop usage method based on the hand gesture characteristics from a variety of virtual props. This allows the target virtual character to be controlled to use the target virtual prop in the game scene, providing the target virtual character with corresponding game prop effects. This method effectively simplifies the process of users controlling virtual characters to use virtual props while playing games through a head-mounted display device, thereby improving the user's experience in tense combat environments. Attached Figure Description
[0021] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0022] Figure 1 A flowchart illustrating the steps of using a virtual prop as provided in this application embodiment;
[0023] Figure 2 A flowchart illustrating the steps for determining a target virtual prop and its usage method based on hand gesture features, as provided in this application embodiment;
[0024] Figure 3 This application provides a flowchart illustrating the steps for determining a target virtual prop based on rotation direction in an embodiment of the present application.
[0025] Figure 4 This application provides a schematic flowchart illustrating the steps for determining a target virtual prop based on rotation direction and number of fingers in an embodiment of the present application.
[0026] Figures 5a-5d A schematic diagram illustrating the effect of controlling a target virtual character to use corresponding target virtual props in a game scene based on different gestures, as provided in this application embodiment;
[0027] Figure 6 This application provides a schematic flowchart illustrating the steps for determining the usage method of a prop based on its rotation rate.
[0028] Figure 7This application provides a schematic diagram of a process for determining the effectiveness ratio of an item's effect in an embodiment of the present application.
[0029] Figure 8 This application provides a flowchart illustrating the steps for displaying a target virtual item.
[0030] Figure 9 A schematic diagram of the structure of a device for using virtual props provided in an embodiment of this application;
[0031] Figures 10a to 10d This is a schematic diagram of the structure of a head-mounted display device provided in an embodiment of this application. Detailed Implementation
[0032] 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. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0033] In the description of this application, the terms "first" and "second" are used for descriptive purposes only and should not be construed as indicating or implying relative importance or implicitly specifying the number of indicated technical features. Thus, a feature defined as "first" or "second" may explicitly or implicitly include one or more of the stated features. In the description of this application, "multiple" means two or more, unless otherwise explicitly specified.
[0034] In the description of this application, the word "for example" is used to mean "used as an example, illustration, or description." Any embodiment described as "for example" in this application is not necessarily to be construed as being more preferred or advantageous than other embodiments. The following description is provided to enable any person skilled in the art to make and use the invention. Details are set forth in the following description for purposes of explanation. It should be understood that those skilled in the art will recognize that the invention can be made without using these specific details. In other instances, well-known structures and processes will not be described in detail to avoid obscuring the description of the invention with unnecessary detail. Therefore, the invention is not intended to be limited to the embodiments shown, but is consistent with the broadest scope of the principles and features disclosed in this application.
[0035] To facilitate understanding of the usage method of the virtual props provided in this application embodiment, the application scenario of the virtual prop usage method is first described. The usage method of the virtual props provided in this application embodiment is mainly applied to the target game running on the head-mounted display device. Specifically, the head-mounted display device is usually a terminal device that magnifies the image on the ultra-micro display screen through an optical system (mainly a precision optical lens), thereby presenting a large screen image to the user's eyes to achieve effects such as Virtual Reality (VR), Augmented Reality (AR), or Mixed Reality (MR). That is, the head-mounted display device can provide the graphical user interface of the target game. The graphical user interface includes at least part of the game scene. The game scene includes a target virtual character controlled by the head-mounted display device. The target virtual character is equipped with a variety of virtual props to provide corresponding game prop effects for the target virtual character.
[0036] However, in the target games running on the aforementioned head-mounted displays, the human-computer interaction based on the graphical user interface, such as the input of game commands, is rather cumbersome. For example, taking the command to use items in the game as an example, users usually need to click on the game backpack control displayed in the graphical user interface and select the corresponding item to use. This item selection process often consumes a certain amount of selection time, and in a tense combat environment, it greatly tests the player's hand speed and judgment. Therefore, the related technology has the technical problem of a complex human-computer interaction process that brings a poor gaming experience to users.
[0037] To address the aforementioned problems, this application provides a method for using virtual props, an apparatus, a head-mounted display device, and a readable storage medium. Specifically, as shown... Figure 1 As shown, Figure 1 The following is a detailed flowchart illustrating the steps of a method for using virtual props, as provided in an embodiment of this application.
[0038] The method for using virtual props provided in this application typically operates within a target game played via a head-mounted display device. The head-mounted display device provides a graphical user interface (GUI) for the target game, which includes at least a portion of the game scene. The game scene includes a target virtual character controlled via the head-mounted display device. The target virtual character is equipped with various virtual props, which provide corresponding game prop effects to the target virtual character. Specifically, the method for using virtual props includes steps S110–S120:
[0039] S110, in response to the first gesture instruction, obtain the hand gesture features corresponding to the first gesture instruction.
[0040] In this embodiment, the first gesture command is typically obtained by the head-mounted display device based on the analysis and processing of a gesture image containing user gesture information. For example, as a common and feasible implementation, the gesture image containing user gesture information can be acquired by a hand tracking unit on the head-mounted display device. The hand tracking unit may include one or more cameras located on the outside of the head-mounted display device to acquire gesture images containing user gesture information in real time when the user wears the device, and to perform image analysis on the gesture images in real time to determine the first gesture command contained therein. Specifically, the first gesture command typically includes at least one of a rotation gesture command and a waving gesture command. Based on this, the gesture image containing user gesture information can be further analyzed to analyze the hand gesture features corresponding to the first gesture command. For example, if the first gesture command is a rotation gesture command, the hand gesture features may include the rotation direction, number of fingers, rotation speed, number of rotations, etc. Or, if the first gesture command is a waving gesture command, the corresponding hand gesture features may include the waving direction, waving distance, waving speed, number of fingers, etc. These hand gesture features will be further used for the subsequent selection and use of virtual props. For details, please refer to step S120 below.
[0041] S120: Based on the hand gesture characteristics, determine the target virtual prop and the prop usage method for the target virtual prop from the multiple virtual props, and control the target virtual character to use the target virtual prop in the game scene to provide the target virtual character with the corresponding game prop effect.
[0042] To facilitate rapid control of virtual characters within a game scene via a head-mounted display (HUD) and the use of corresponding virtual items, this embodiment determines the target virtual item and its usage method from a variety of virtual items based on the aforementioned differences in hand gesture characteristics. Different virtual items can provide different game item effects to the target virtual character; for example, they can restore character attributes, grant attribute buffs, or replenish ammunition. Furthermore, depending on the actual game scenario, the usage method of the target virtual item can include multiple methods. For example, it can include a prolonged release to obtain the full game item effect, or, in certain emergency situations, a shortened release time to obtain partial game item effects. This allows users to quickly control the target virtual character to use a specific target virtual item in the game scene using gestures, thereby providing the corresponding game item effect.
[0043] Specifically, for ease of understanding, as a feasible implementation scheme, when the first gesture command is a rotation gesture command, then, as follows: Figure 2 As shown, a flowchart is provided for determining a target virtual prop and its usage method based on hand gesture characteristics. Specifically, it includes steps S210 to S220:
[0044] S210, determine the target virtual prop from the plurality of virtual props based on the rotation direction and / or the number of fingers in the hand gesture features.
[0045] In this embodiment of the application, as described above, when the first gesture command is a rotation gesture command, the hand gesture features typically include rotation direction, number of fingers, rotation speed, number of rotations, etc. To control the target virtual character to use different virtual props, the target virtual prop can be determined from a variety of virtual props based on the rotation direction and / or number of fingers in the hand gesture features. That is, based on different rotation directions or different numbers of extended fingers in the hand gesture features, the prop corresponding to the rotation direction and / or number of fingers is selected as the target virtual prop from a variety of virtual props.
[0046] Specifically, to facilitate understanding of the above content, the following explanation will use attribute recovery items among virtual items as an example. Attribute recovery items are used to provide corresponding attribute recovery effects to the target virtual character. Character attributes typically refer to at least one of the target virtual character's health, mana, or energy. Therefore, common attribute recovery items usually include multiple types, used to restore health, mana, or energy to the target virtual character. Based on this, as a feasible implementation scheme, the target virtual item can be determined from multiple virtual items based on the rotation direction in hand gestures. Specifically, for example... Figure 3 As shown, Figure 3 This application provides a flowchart illustrating the steps for determining a target virtual prop based on rotation direction, specifically including steps S310 to S320:
[0047] S310, in response to the rotation direction in the hand gesture feature being clockwise, the first attribute recovery item in the virtual item is determined as the target virtual item.
[0048] S320, in response to the rotation direction in the hand gesture feature being counterclockwise, the second attribute recovery item in the virtual item is determined as the target virtual item.
[0049] In this embodiment, the first attribute recovery item is used to provide a recovery effect on the first character attribute of the target virtual character, and the second attribute recovery item is used to provide a recovery effect on the second character attribute of the target virtual character. For example, as a feasible implementation, the first character attribute is the character's health, and the second character attribute is the character's energy. That is, when it is detected that the fingers in the hand gesture feature are rotating in a clockwise direction, a virtual item that can provide health recovery for the target virtual character is selected as the target virtual item, and the target virtual character is controlled to use the item in the game scene to recover the target virtual character's health. When it is detected that the fingers in the hand gesture feature are rotating in a counterclockwise direction, a virtual item that can provide energy recovery for the target virtual character is selected as the target virtual item, and the target virtual character is controlled to use the item in the game scene to recover the target virtual character's energy.
[0050] Of course, the above-mentioned implementation scheme is only one feasible embodiment. The first and second character attributes can also be other character attributes set based on different games, such as mana. This application embodiment does not limit the type of target virtual item determined by different rotation directions. Any recovery item selected based on different rotation directions is within the scope of protection claimed in this application.
[0051] Furthermore, considering that in actual gameplay, to enhance the richness of game strategies, various levels of healing items are typically configured to restore a virtual character's attribute. These different levels of healing items provide varying degrees of restoration to the target virtual character's attribute. For example, taking the aforementioned primary attribute healing item that restores health as an example, this primary attribute healing item can be further divided into at least two levels: Level 1 items that provide a small amount of health restoration in the game (e.g., bandages, hemostatic drugs), and Level 2 items that provide a large amount of health restoration (e.g., medkits, first aid kits, etc.). It should be noted that "small amount" and "large amount" here refer to the relative numerical or percentage comparison of the health restoration effect provided by different levels of healing items to the target virtual character within the same game. For example, a Level 1 healing item might restore 30% of the target virtual character's health, while a Level 2 healing item might restore 60% of the target virtual character's health.
[0052] Based on the above description, as a feasible embodiment of this application, specifically taking a first attribute recovery item as an example, please refer to... Figure 4 , Figure 4A further step is provided: a flowchart illustrating the steps for determining the target virtual prop based on the rotation direction and the number of fingers, specifically including steps S410 to S420:
[0053] S410, in response to the rotation direction being clockwise in the hand gesture feature and the number of fingers being single in the hand gesture feature, the first-level recovery item in the first attribute recovery item is determined as the target virtual item.
[0054] S420, in response to the rotation direction being clockwise in the hand gesture feature and the number of fingers being two fingers in the hand gesture feature, the second-level recovery item in the first attribute recovery item is determined as the target virtual item.
[0055] Unlike the aforementioned approach where, after determining the rotation direction in the hand gesture features to be clockwise, the first attribute recovery item used to provide a recovery effect on the first character attribute of the target virtual character is selected as the target virtual item, in this embodiment, the first attribute recovery item includes multiple levels of recovery items used to provide different degrees of recovery effects to the target virtual character. Therefore, the number of fingers in the hand gesture features will be further detected to determine the final target virtual item. Specifically, as a feasible implementation, when the number of fingers in the hand gesture feature is determined to be a single finger, the first-level recovery item in the first attribute recovery item will be selected as the target virtual item. This will control the target virtual character to use the first-level recovery item in the game scene and provide the target virtual character with a relatively small recovery effect. For example, using a bandage to restore 30% of the target virtual character's health. Conversely, when the number of fingers in the hand gesture feature is determined to be two fingers, the second-level recovery item in the first attribute recovery item will be selected as the target virtual item. This will control the target virtual character to use the second-level recovery item in the game scene and provide the target virtual character with a higher recovery effect. For example, using a first aid kit to restore 60% of the target virtual character's health.
[0056] Of course, the above description only uses the example of attribute recovery items including two levels of level recovery items, namely first-level recovery items and second-level recovery items. In fact, depending on the target game, attribute recovery items can also include more levels of level recovery items. For example, it can also include third-level recovery items that restore all the health of the target virtual character. In this case, the third-level recovery item can be used as the target virtual item by using three fingers. That is, responding to the rotation direction in the hand gesture feature as clockwise and responding to the number of fingers in the hand gesture feature as three fingers, the third-level recovery item in the first attribute recovery item is determined as the target virtual item. This application embodiment does not make any limiting description on the number of fingers or the number of different levels of recovery items included in the attribute recovery item.
[0057] Furthermore, the aforementioned example uses a primary attribute recovery item for restoring a character's health. For attribute recovery items used to restore other character attributes, such as a secondary attribute recovery item for restoring a character's energy, when the secondary attribute recovery item also includes multiple levels of recovery items providing different degrees of energy restoration to the target virtual character, based on similar content, the corresponding level of energy recovery item can also be selected based on the number of fingers in the hand gesture feature. That is, in response to the hand gesture feature indicating a counter-clockwise rotation direction, the step of identifying the secondary attribute recovery item as the target virtual item specifically includes:
[0058] In response to the rotation direction being counterclockwise in the hand gesture feature and the number of fingers being a single finger in the hand gesture feature, the first-level recovery item in the second attribute recovery item is determined as the target virtual item;
[0059] In response to the rotation direction being counterclockwise in the hand gesture feature and the number of fingers being two fingers in the hand gesture feature, the second-level recovery item in the second attribute recovery item is determined as the target virtual item.
[0060] Regarding the first-level and second-level recovery items in the second attribute recovery items, please refer to the first-level and second-level recovery items in the first attribute recovery items provided above. This application embodiment will not repeat them here.
[0061] The aforementioned implementation scheme enables the rapid determination of the target virtual item desired by the user based on hand gesture characteristics, and the control of the target virtual character to use the target virtual item in the game scene, thereby quickly providing the target virtual character with the corresponding game item effect.
[0062] Specifically, to facilitate understanding of how to use the aforementioned virtual props, such as Figures 5a-5d As shown, the diagrams illustrate the effects of different gestures on controlling the target virtual character to use corresponding target virtual items in the game scene, as detailed below.
[0063] Please see Figure 5a When the hand gesture is determined to be a single finger rotating clockwise, a first virtual item with a small amount of health recovery effect can be used as the target virtual item, and the target virtual character can be controlled to use the first virtual item in the game scene to provide a small amount of health recovery effect for the target virtual character.
[0064] Please see Figure 5b When the hand gesture is determined to be a single finger rotating counterclockwise, a second virtual item with a small amount of energy recovery effect can be used as the target virtual item, and the target virtual character can be controlled to use the second virtual item in the game scene to provide the target virtual character with a small amount of energy recovery effect.
[0065] Please see Figure 5c When the hand gesture is determined to be a two-finger clockwise rotation, a third virtual item with a large amount of health recovery effect can be used as the target virtual item. The target virtual character can then use this third virtual item in the game scene to provide the target virtual character with a large amount of health recovery effect.
[0066] Please see Figure 5d When the hand gesture is determined to be a two-finger counterclockwise rotation, the fourth virtual item with a large energy recovery effect can be used as the target virtual item, and the target virtual character can be controlled to use the fourth virtual item in the game scene to provide the target virtual character with a large energy recovery effect.
[0067] S220, determine the prop usage method for the target virtual prop based on the rotation rate in the hand gesture features.
[0068] In this embodiment, the usage methods of the target virtual item typically include a first usage method where the item is released for a long time to provide the target virtual character with the full game item effect, and a second usage method where the release time is shortened to provide the target virtual character with a partial game item effect. For example, taking the aforementioned attribute recovery item that can provide the target virtual character with the corresponding character attribute recovery effect as an example, under the first usage method, when controlling the target virtual character to use the target virtual item in the game scene, it is necessary to keep the target virtual character in the item usage progress bar state for a long time in order for the target virtual character to obtain the full character attribute recovery effect, such as recovering 60% of health. Under the second usage method, when controlling the target virtual character to use the target virtual item in the game scene, the time when the target virtual character is in the item usage progress bar state will be shortened accordingly, so that the target virtual character can obtain a partial recovery effect. For example, when the time when the target virtual character is in the item usage progress bar state is shortened by 20%, the target virtual character can ultimately obtain a 48% health recovery effect.
[0069] Based on the foregoing description, this application further provides a method for determining the usage of a target virtual item based on the rotation rate in hand gesture features. For details, please refer to [link to relevant documentation]. Figure 6 , Figure 6 A flowchart illustrating the steps for determining the usage method of a prop based on its rotation rate, as provided in this application embodiment, specifically includes steps S610 to S620:
[0070] S610, in response to the rotation rate in the hand gesture feature being less than a preset rate threshold, the prop usage mode of the target virtual prop is determined to be the first prop usage mode.
[0071] S620, in response to the rotation rate in the hand gesture feature being greater than a preset rate threshold, the prop usage mode of the target virtual prop is determined to be the second prop usage mode.
[0072] In this embodiment, by comparing the rotation rate in the hand gesture features with a preset rate threshold, a more suitable usage method is selected for the target virtual item. For example, when the rotation rate in the hand gesture features is determined to be less than the preset rate threshold, i.e., the user's finger rotation rate is relatively low, a first usage method can be selected as the usage method for the target virtual item. This means that during subsequent control of the target virtual character in the game scene, the target virtual character will be controlled to fully utilize the target virtual item in the game scene, providing the target virtual character with the full game item effect that the target virtual item can offer. Conversely, when the rotation rate in the hand gesture features is determined to be greater than the preset rate threshold, i.e., the user's finger rotation rate is relatively high, a second usage method can be selected as the usage method for the target virtual item. This means that during subsequent control of the target virtual character in the game scene, the target virtual character will be controlled to shorten the loading time for using the target virtual item, providing the target virtual character with a portion of the game item effect that the target virtual item can offer.
[0073] Specifically, in the process of using a target virtual item through a second item usage method to provide at least some of the game item effects that the target virtual item can provide to the target virtual character, in order to enable the user to control the proportion of the game item effects provided by the target virtual item, as a feasible implementation of this application, the effective ratio of the item effect corresponding to the second item usage method can be further determined. For example, the effective ratio of the item effect can be determined based on the ratio between the rotation rate and the rate threshold. Specifically, after the step of determining that the item usage method of the target virtual item is the second item usage method when the rotation rate in response to the hand gesture features is greater than a preset rate threshold, the method of using the virtual item further includes:
[0074] The effective ratio of the item effect corresponding to the second item usage method is determined based on the ratio between the rotation rate and the rate threshold, so as to provide the target virtual character with the game item effect corresponding to the effective ratio of the item effect.
[0075] The effective ratio of the prop effect can be inversely proportional to the ratio of rotation speed and speed threshold. That is, the higher the user's finger rotation speed, the higher the ratio of rotation speed and speed threshold, and the lower the effective ratio of the corresponding prop effect. In this case, when controlling the target virtual character to use the target virtual prop in the game scene, the loading time of the target virtual character to use the target virtual prop will be reduced significantly, thereby providing the target virtual character with a game prop effect with a lower effective ratio.
[0076] Of course, to achieve more precise control over the effectiveness ratio of item effects, as a feasible embodiment of this application, the recovery effect can be calculated for each rotation by rotating the item multiple times, and the final effectiveness ratio of the item effect can be statistically obtained. Specifically, for example... Figure 7 As shown, Figure 7 This application provides a flowchart illustrating the steps for determining the effectiveness ratio of an item's effect, specifically including steps S710 to S720:
[0077] S710, if the number of rotations in the hand gesture features includes multiple rotations, then the initial prop effect activation ratio corresponding to each rotation is determined based on the ratio between the rotation rate of each rotation and the rate threshold.
[0078] S720, The effectiveness ratio of the initial item effect is statistically analyzed to determine the effectiveness ratio of the item effect corresponding to the second item usage method.
[0079] To facilitate understanding of the above-described diagram illustrating the determination of the item effect's effectiveness ratio, this embodiment uses a specific example of 5 rotations, each corresponding to a 20% effectiveness ratio for the item effect. The effectiveness ratio for each rotation can be calculated as follows: (20 - 10 × (maximum rotation time - actual rotation time)). Here, the maximum rotation time is the aforementioned speed threshold. For example, if the speed threshold is set to 2 seconds per rotation, then the maximum rotation time is 2 seconds. Therefore, assuming the rotation speeds for the 1st, 2nd, 3rd, 4th, and 5th rotations are 1.6 seconds / rotation, 1.4 seconds / rotation, 1 second / rotation, 0.6 seconds / rotation, and so on, respectively... With a rotation time of 1.2 seconds per revolution, meaning the actual rotation times are 1.6 seconds, 1.4 seconds, 1 second, 0.6 seconds, and 1.2 seconds respectively, the initial item effect activation rates for each revolution are 16%, 14%, 10%, 6%, and 12%. Finally, by summing up the initial item effect activation rates for each revolution, we can obtain a final item effect activation rate of 58%. This means that when the target virtual character uses the target virtual item in the game scene, the loading time for the target virtual character to use the target virtual item will be reduced accordingly, thereby providing the target virtual character with 58% of the game item effect that the target virtual item can provide.
[0080] Furthermore, in the process of controlling the target virtual character to use the target virtual item in the game scene, there is a need for the target virtual character to interrupt the progress bar of using the target virtual item in advance to execute other control commands. Therefore, after the step of controlling the target virtual character to use the target virtual item in the game scene, the method of using the virtual item can also be controlled by corresponding additional gesture commands to control the target virtual character to stop using the target virtual item in the game scene. That is, after the step of controlling the target virtual character to use the target virtual item in the game scene, the method of using the virtual item also includes:
[0081] In response to a second gesture command, the target virtual character is controlled to stop using the target virtual item in the game scene.
[0082] Specifically, the second gesture command here can be a prying gesture. When the hand tracking unit on the head-mounted display detects that the user has a prying gesture command, the target virtual character will be controlled to stop using the target virtual item in the game scene, so that the target virtual character can be controlled to perform other control operations such as attacking, moving, crouching, etc. in the game scene.
[0083] Furthermore, considering that the process of controlling the target virtual character to use the target virtual item can be directly implemented based on the user's gestures without relying on the user opening the game inventory, in practical applications, the user may not be able to know the quantity of the target virtual item currently controlled by the virtual character from the game inventory, which may affect the user's subsequent game decisions. Therefore, as another feasible embodiment of this application, during the process of controlling the target virtual character to use the target virtual item in the virtual game scene, the quantity of the target virtual item owned by the target virtual character will also be displayed synchronously in the game scene provided by the graphical user interface, and when the quantity is less than a certain threshold, a reminder message will be output to prompt the user. Specifically, such as... Figure 8 As shown, Figure 8 This application provides a flowchart illustrating the steps for displaying a target virtual item, specifically including steps S810 to S820:
[0084] S810, The number of target virtual items possessed by the target virtual character is displayed in the game scene.
[0085] In this embodiment, the number of target virtual items can be obtained by analyzing game data. Specifically, taking the control of the target virtual character to use bandages in the game scene as an example, if the analysis of game data shows that the target virtual character still has 5 bandages, then the number "5" can be displayed on the side of the target virtual character using the target virtual item in the virtual game scene to indicate to the user that the currently controlled target virtual character still has 5 bandages. In this way, it is ensured that in the process of quickly using items based on gestures, the problem of not being able to know the number of virtual items owned by the virtual character because the user does not need to open the game inventory is avoided. By indicating the number of target virtual items, it is easier for the user to make reasonable decisions in the subsequent game, further improving the user experience.
[0086] S820, if the number of target virtual items possessed by the target virtual character is less than a preset quantity threshold, then a prompt message for the target virtual items is displayed in the game scene.
[0087] Of course, to prevent users from focusing too much on the game scene and not noticing the number of target virtual items displayed in the game scene, in this embodiment of the application, when the number of target virtual items possessed by the target virtual character is less than a preset quantity threshold, that is, when the target virtual items are about to be consumed, the game scene will further display corresponding prompt information to remind the user that the target virtual character has a small number of target virtual items. For example, the prompt information can be provided by flashing, highlighting or coloring. This embodiment of the application will not elaborate on the implementation scheme of displaying prompt information.
[0088] The method for using virtual props provided in this application is mainly applied to target games provided by head-mounted display devices. A game scene is provided through a graphical user interface, where the game scene includes a target virtual character controlled by the head-mounted display device. The target virtual character is equipped with various virtual props to provide corresponding game prop effects. The method responds to a first gesture command to obtain the hand gesture characteristics corresponding to the first gesture command, thereby facilitating the subsequent determination of the target virtual prop and the prop usage method based on the hand gesture characteristics from a variety of virtual props. This allows the target virtual character to be controlled to use the target virtual prop in the game scene, providing the target virtual character with corresponding game prop effects. This method effectively simplifies the process of users controlling virtual characters to use virtual props while playing games through a head-mounted display device, thereby improving the user's experience in tense combat environments.
[0089] To better implement the virtual item usage method provided in this application embodiment, based on the virtual item usage method provided in this application embodiment, this application embodiment also provides a virtual item usage device, which provides a graphical user interface of a target game through a head-mounted display device. The graphical user interface includes at least a portion of the game scene, and the game scene includes a target virtual character controlled by the head-mounted display device. The target virtual character is equipped with a variety of virtual items, and the various virtual items are used to provide corresponding game item effects for the target virtual character, such as... Figure 9 As shown, the device 900 for using virtual props includes:
[0090] The response module 910 is used to respond to the first gesture instruction and obtain the hand gesture features corresponding to the first gesture instruction;
[0091] The control module 920 is used to determine a target virtual prop and a prop usage method for the target virtual prop from the multiple virtual props based on the hand gesture characteristics, and to control the target virtual character to use the target virtual prop in the game scene, so as to provide the target virtual character with corresponding game prop effects.
[0092] In some embodiments of this application, the first gesture instruction is a rotation gesture instruction, and the control module 920 is further configured to determine a target virtual prop from the plurality of virtual props based on the rotation direction and / or the number of fingers in the hand gesture features; and to determine the prop usage method for the target virtual prop based on the rotation rate in the hand gesture features.
[0093] In some embodiments of this application, the virtual item includes an attribute recovery item; the attribute recovery item is used to provide the target virtual character with a corresponding attribute recovery effect; the character attribute includes at least one of health, mana, and energy; the control module 920 is further configured to, in response to the rotation direction in the hand gesture feature being clockwise, determine the first attribute recovery item among the virtual items as the target virtual item; the first attribute recovery item is used to provide the target virtual character with a first attribute recovery effect; in response to the rotation direction in the hand gesture feature being counterclockwise, determine the second attribute recovery item among the virtual items as the target virtual item; the second attribute recovery item is used to provide the target virtual character with a second attribute recovery effect.
[0094] In some embodiments of this application, the first attribute recovery item and / or the second attribute recovery item include multiple levels of recovery items; the multiple levels of recovery items are used to provide the target virtual character with different degrees of recovery effects corresponding to the character's attributes; the control module 920 is further configured to determine the first level recovery item in the first attribute recovery items as the target virtual item in response to the rotation direction in the hand gesture feature being clockwise and the number of fingers in the hand gesture feature being a single finger; and to determine the second level recovery item in the first attribute recovery items as the target virtual item in response to the rotation direction in the hand gesture feature being clockwise and the number of fingers in the hand gesture feature being two fingers.
[0095] In some embodiments of this application, the prop usage method for the target virtual prop includes a first prop usage method for providing the target virtual character with the complete game prop effect and a second prop usage method for providing the target virtual character with a partial game prop effect; the control module 920 is further configured to determine the prop usage method of the target virtual prop as the first prop usage method in response to the rotation rate in the hand gesture feature being less than a preset rate threshold; and to determine the prop usage method of the target virtual prop as the second prop usage method in response to the rotation rate in the hand gesture feature being greater than the preset rate threshold.
[0096] In some embodiments of this application, after the control module 920 determines that the item usage mode of the target virtual item is the second item usage mode in response to the rotation rate in the hand gesture feature being greater than a preset rate threshold, the control module 920 is further configured to determine the item effect activation ratio corresponding to the second item usage mode based on the ratio between the rotation rate and the rate threshold, so as to provide the target virtual character with a game item effect corresponding to the item effect activation ratio.
[0097] In some embodiments of this application, the control module 920 is further configured to, if the number of rotations in the hand gesture feature includes multiple rotations, determine the initial prop effect activation ratio corresponding to each rotation based on the ratio of the rotation rate of each rotation to the rate threshold; and to statistically analyze the initial prop effect activation ratio to determine the prop effect activation ratio corresponding to the second prop usage method.
[0098] In some embodiments of this application, after controlling the target virtual character to use the target virtual item in the game scene, the control module 920 is further configured to control the target virtual character to stop using the target virtual item in the game scene in response to a second gesture command.
[0099] In some embodiments of this application, after controlling the target virtual character to use the target virtual item in the game scene, the control module 920 is further configured to display the number of target virtual items owned by the target virtual character in the game scene; and / or, if the number of target virtual items owned by the target virtual character is less than a preset quantity threshold, then display a prompt message for the target virtual item in the game scene.
[0100] Accordingly, this application also provides a head-mounted display device 1000. Figures 10a to 10d This is a schematic diagram of the structure of the head-mounted display device provided in the embodiments of this application. The head-mounted display device 1000 may include a device body 1001, a processor 1002 with one or more processing cores disposed on the device body 1001, one or more memory 1003, one or more display generation units 1004, one or more eye tracking units 1005 and one or more hand tracking units 1006, and a fixing strap 1007 connected to the device body, etc.
[0101] like Figure 10d As shown, the processor 1002 can be the control center of the head-mounted display device, connecting various parts of the head-mounted display device 500 through various interfaces and lines. It executes various functions and processes data of the head-mounted display device 1000 by running or loading software programs and / or modules stored in the memory 1002, and by calling data stored in the memory 1003, thereby providing overall monitoring of the head-mounted display device 1000. The processor can be a central processing unit (CPU), graphics processing unit (GPU), network processor (NP), etc., and can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this application.
[0102] The display generation unit 1004 may include one or more display screens. The display generation unit is used to display the images output by the head-mounted display device. In one embodiment, the display screen may be built into the device body. The display generation unit can receive video data and display virtual scenes on the display screen according to the video data. In another embodiment, the head-mounted display device 1000 may include a display screen port. The display screen may be provided by a mobile terminal (e.g., a smartphone or tablet computer) that is plugged into the display screen port.
[0103] The eye-tracking unit 1005 may include one or more cameras. The cameras of the eye-tracking unit are located inside the head-mounted display device so as to capture the user's eye images when the user wears the head-mounted display device, and obtain the user's gaze position on the display screen and the user's eye movements based on the eye images. The eye movements include, but are not limited to, blinking, opening the eyes and rotating the eyeballs.
[0104] The hand tracking unit 1006 may include one or more cameras located on the outside of the head-mounted display device to capture images of the user's hands when the user wears the head-mounted display device and determine the user's gestures based on the hand images.
[0105] The securing strap 1007 can be used to secure the head-mounted display device to the user's head.
[0106] In one embodiment, the head-mounted display device 1000 may further include stereoscopic lenses for displaying the content shown on the screen in a stereoscopic form. These lenses may be selected from at least one of aspherical lenses, ultra-tough lenses, photochromic lenses, tinted lenses, progressive multifocal lenses, anti-radiation lenses, and resin lenses. For example, when aspherical lenses are used, the dual-screen display content is viewed through two aspherical lenses, and the different angles at which the objects are viewed by each eye create a sense of depth, thus producing a stereoscopic effect.
[0107] In one embodiment, the head-mounted display device 1000 may further include bone conduction headphones, which may be located on the device body 1001 near the ear, and can output audio to the user.
[0108] In some embodiments of this application, a computer device is provided, including one or more processors; memory; and one or more application programs, wherein the one or more application programs are stored in the memory and configured to be executed by the processor to perform the following steps:
[0109] In response to a first gesture command, the hand gesture features corresponding to the first gesture command are obtained;
[0110] Based on the hand gesture characteristics, a target virtual item and a method of using the target virtual item are determined from the various virtual items, and the target virtual character is controlled to use the target virtual item in the game scene to provide the target virtual character with corresponding game item effects.
[0111] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: determining a target virtual prop from the plurality of virtual props based on the rotation direction and / or the number of fingers in the hand gesture features; and determining a prop usage method for the target virtual prop based on the rotation rate in the hand gesture features.
[0112] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: in response to the rotation direction in the hand gesture feature being clockwise, a first attribute recovery item among the virtual items is determined as a target virtual item; the first attribute recovery item is used to provide a recovery effect of a first character attribute to the target virtual character; in response to the rotation direction in the hand gesture feature being counterclockwise, a second attribute recovery item among the virtual items is determined as a target virtual item; the second attribute recovery item is used to provide a recovery effect of a second character attribute to the target virtual character.
[0113] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: in response to the rotation direction in the hand gesture feature being clockwise and in response to the number of fingers in the hand gesture feature being a single finger, determining the first-level recovery item in the first attribute recovery item as the target virtual item; in response to the rotation direction in the hand gesture feature being clockwise and in response to the number of fingers in the hand gesture feature being two fingers, determining the second-level recovery item in the first attribute recovery item as the target virtual item.
[0114] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: in response to the rotation rate in the hand gesture feature being less than a preset rate threshold, the prop usage mode of the target virtual prop is determined to be a first prop usage mode; and in response to the rotation rate in the hand gesture feature being greater than the preset rate threshold, the prop usage mode of the target virtual prop is determined to be a second prop usage mode.
[0115] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: determining the item effect activation ratio corresponding to the second item usage method based on the ratio between the rotation rate and the rate threshold, so as to provide the target virtual character with a game item effect corresponding to the item effect activation ratio.
[0116] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: if the number of rotations in the hand gesture features includes multiple rotations, then the initial prop effect activation ratio corresponding to each rotation is determined based on the ratio between the rotation rate of each rotation and the rate threshold; the initial prop effect activation ratio is statistically analyzed to determine the prop effect activation ratio corresponding to the second prop usage method.
[0117] In some embodiments of this application, when the processor executes the computer program, it also performs the following steps: in response to a second gesture instruction, controlling the target virtual character to stop using the target virtual item in the game scene.
[0118] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: displaying the number of target virtual items owned by the target virtual character in the game scene; and / or, if the number of target virtual items owned by the target virtual character is less than a preset quantity threshold, displaying a prompt message for the target virtual items in the game scene.
[0119] Those skilled in the art will understand that all or part of the processes in the methods of the above embodiments can be implemented by a computer program instructing related hardware. The computer program can be stored in a non-volatile computer-readable storage medium, and when executed, it can include the processes of the embodiments of the methods described above. Any references to memory, storage, databases, or other media used in the embodiments provided in this application can include at least one of non-volatile and volatile memory. Non-volatile memory can include read-only memory (ROM), magnetic tape, floppy disk, flash memory, or optical storage, etc. Volatile memory can include random access memory (RAM) or external cache memory. By way of illustration and not limitation, RAM can be in various forms, such as static random access memory (SRAM) or dynamic random access memory (DRAM), etc.
[0120] In some embodiments of this application, a computer-readable storage medium is provided, storing a computer program that is loaded by a processor, causing the processor to perform the following steps:
[0121] In response to a first gesture command, the hand gesture features corresponding to the first gesture command are obtained;
[0122] Based on the hand gesture characteristics, a target virtual item and a method of using the target virtual item are determined from the various virtual items, and the target virtual character is controlled to use the target virtual item in the game scene to provide the target virtual character with corresponding game item effects.
[0123] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: determining a target virtual prop from the plurality of virtual props based on the rotation direction and / or the number of fingers in the hand gesture features; and determining a prop usage method for the target virtual prop based on the rotation rate in the hand gesture features.
[0124] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: in response to the rotation direction in the hand gesture feature being clockwise, a first attribute recovery item among the virtual items is determined as a target virtual item; the first attribute recovery item is used to provide a recovery effect of a first character attribute to the target virtual character; in response to the rotation direction in the hand gesture feature being counterclockwise, a second attribute recovery item among the virtual items is determined as a target virtual item; the second attribute recovery item is used to provide a recovery effect of a second character attribute to the target virtual character.
[0125] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: in response to the rotation direction in the hand gesture feature being clockwise and in response to the number of fingers in the hand gesture feature being a single finger, determining the first-level recovery item in the first attribute recovery item as the target virtual item; in response to the rotation direction in the hand gesture feature being clockwise and in response to the number of fingers in the hand gesture feature being two fingers, determining the second-level recovery item in the first attribute recovery item as the target virtual item.
[0126] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: in response to the rotation rate in the hand gesture feature being less than a preset rate threshold, the prop usage mode of the target virtual prop is determined to be a first prop usage mode; and in response to the rotation rate in the hand gesture feature being greater than the preset rate threshold, the prop usage mode of the target virtual prop is determined to be a second prop usage mode.
[0127] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: determining the item effect activation ratio corresponding to the second item usage method based on the ratio between the rotation rate and the rate threshold, so as to provide the target virtual character with a game item effect corresponding to the item effect activation ratio.
[0128] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: if the number of rotations in the hand gesture features includes multiple rotations, then the initial prop effect activation ratio corresponding to each rotation is determined based on the ratio between the rotation rate of each rotation and the rate threshold; the initial prop effect activation ratio is statistically analyzed to determine the prop effect activation ratio corresponding to the second prop usage method.
[0129] In some embodiments of this application, when the processor executes the computer program, it also performs the following steps: in response to a second gesture instruction, controlling the target virtual character to stop using the target virtual item in the game scene.
[0130] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: displaying the number of target virtual items owned by the target virtual character in the game scene; and / or, if the number of target virtual items owned by the target virtual character is less than a preset quantity threshold, displaying a prompt message for the target virtual items in the game scene.
[0131] In some embodiments of this application, a human-computer interaction system based on virtual reality technology is provided, the human-computer interaction system comprising:
[0132] Virtual reality consoles and head-mounted displays;
[0133] The head-mounted display device is used to provide a graphical user interface for the target game. The graphical user interface includes at least a portion of the game scene. The game scene includes a target virtual character controlled by the head-mounted display device. The target virtual character is equipped with a variety of virtual props, which are used to provide corresponding game prop effects for the target virtual character.
[0134] The virtual reality host is used to receive user operation commands and to execute preset computer programs to achieve the following steps:
[0135] In response to a first gesture command, the hand gesture features corresponding to the first gesture command are obtained;
[0136] Based on the hand gesture characteristics, a target virtual item and a method of using the target virtual item are determined from the various virtual items, and the target virtual character is controlled to use the target virtual item in the game scene to provide the target virtual character with corresponding game item effects.
[0137] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: determining a target virtual prop from the plurality of virtual props based on the rotation direction and / or the number of fingers in the hand gesture features; and determining a prop usage method for the target virtual prop based on the rotation rate in the hand gesture features.
[0138] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: in response to the rotation direction in the hand gesture feature being clockwise, a first attribute recovery item among the virtual items is determined as a target virtual item; the first attribute recovery item is used to provide a recovery effect of a first character attribute to the target virtual character; in response to the rotation direction in the hand gesture feature being counterclockwise, a second attribute recovery item among the virtual items is determined as a target virtual item; the second attribute recovery item is used to provide a recovery effect of a second character attribute to the target virtual character.
[0139] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: in response to the rotation direction in the hand gesture feature being clockwise and in response to the number of fingers in the hand gesture feature being a single finger, determining the first-level recovery item in the first attribute recovery item as the target virtual item; in response to the rotation direction in the hand gesture feature being clockwise and in response to the number of fingers in the hand gesture feature being two fingers, determining the second-level recovery item in the first attribute recovery item as the target virtual item.
[0140] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: in response to the rotation rate in the hand gesture feature being less than a preset rate threshold, the prop usage mode of the target virtual prop is determined to be a first prop usage mode; and in response to the rotation rate in the hand gesture feature being greater than the preset rate threshold, the prop usage mode of the target virtual prop is determined to be a second prop usage mode.
[0141] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: determining the item effect activation ratio corresponding to the second item usage method based on the ratio between the rotation rate and the rate threshold, so as to provide the target virtual character with a game item effect corresponding to the item effect activation ratio.
[0142] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: if the number of rotations in the hand gesture features includes multiple rotations, then the initial prop effect activation ratio corresponding to each rotation is determined based on the ratio between the rotation rate of each rotation and the rate threshold; the initial prop effect activation ratio is statistically analyzed to determine the prop effect activation ratio corresponding to the second prop usage method.
[0143] In some embodiments of this application, when the processor executes the computer program, it also performs the following steps: in response to a second gesture instruction, controlling the target virtual character to stop using the target virtual item in the game scene.
[0144] In some embodiments of this application, when the processor executes the computer program, it further implements the following steps: displaying the number of target virtual items owned by the target virtual character in the game scene; and / or, if the number of target virtual items owned by the target virtual character is less than a preset quantity threshold, displaying a prompt message for the target virtual items in the game scene.
[0145] The technical features of the above embodiments can be combined in any way. For the sake of brevity, not all possible combinations of the technical features in the above embodiments are described. However, as long as there is no contradiction in the combination of these technical features, they should be considered to be within the scope of this specification.
[0146] The foregoing has provided a detailed description of the method, apparatus, computer device, and storage medium for using virtual props according to the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of the present invention. The description of the above embodiments is 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 the 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 using a virtual prop, characterized in that, The method provides a graphical user interface (GUI) for a target game via a head-mounted display device, the GUI including at least a portion of the game scene, the game scene including a target virtual character controlled by the head-mounted display device, the target virtual character being equipped with various virtual items, the various virtual items being used to provide corresponding game item effects for the target virtual character, the method comprising: In response to a first gesture command, the hand gesture features corresponding to the first gesture command are obtained; Based on the hand gesture characteristics, a target virtual item and a method of using the target virtual item are determined from a variety of virtual items. The target virtual character is then controlled to use the target virtual item in the game scene to provide the target virtual character with corresponding game item effects. The virtual item includes attribute recovery items. The attribute recovery items are used to provide the target virtual character with corresponding attribute recovery effects. The character attributes include at least one of health, mana, and energy. The first gesture command is a rotation gesture command; The step of determining the target virtual prop from the multiple virtual props based on the hand gesture characteristics and the prop usage method for the target virtual prop includes: The target virtual prop is determined from the plurality of virtual props based on the rotation direction and / or the number of fingers in the hand gesture features; and The method of using the virtual prop for the target prop is determined based on the rotation rate in the hand gesture characteristics; The step of determining the target virtual prop from the plurality of virtual props based on the rotation direction and / or the number of fingers in the hand gesture features includes: In response to the clockwise rotation direction in the hand gesture feature, the first attribute recovery item among the virtual items is identified as the target virtual item; the first attribute recovery item is used to provide the target virtual character with a recovery effect on the first character attribute; In response to the hand gesture feature having a counter-clockwise rotation direction, the second attribute recovery item among the virtual items is identified as the target virtual item; the second attribute recovery item is used to provide the target virtual character with a recovery effect on the second character attribute.
2. The method of using virtual props according to claim 1, characterized in that, The first attribute recovery item and / or the second attribute recovery item include recovery items of various levels; the various levels of recovery items are used to provide the target virtual character with recovery effects of different degrees of corresponding character attributes; The rotation direction in response to the hand gesture feature is clockwise, and the first attribute recovery item among the virtual items is identified as the target virtual item, including: In response to the clockwise rotation direction in the hand gesture feature and the single finger count in the hand gesture feature, the first-level recovery item in the first attribute recovery item is determined as the target virtual item. In response to the rotation direction being clockwise in the hand gesture feature and the number of fingers being two fingers in the hand gesture feature, the second-level recovery item in the first attribute recovery item is determined as the target virtual item.
3. The method of using virtual props according to claim 1, characterized in that, The item usage methods for the target virtual item include a first item usage method for providing the target virtual character with the full game item effect and a second item usage method for providing the target virtual character with partial game item effects; The step of determining the prop usage method for the target virtual prop based on the rotation rate in the hand gesture features includes: If the rotation rate in the hand gesture feature is less than a preset rate threshold, then the usage mode of the target virtual prop is determined to be the first prop usage mode; and If the rotation rate in the hand gesture feature is greater than a preset rate threshold, then the prop usage mode of the target virtual prop is determined to be the second prop usage mode.
4. The method of using virtual props according to claim 3, characterized in that, After the step of determining that the usage mode of the target virtual prop is the second prop usage mode in response to the rotation rate in the hand gesture feature being greater than a preset rate threshold, the method further includes: The effective ratio of the item effect corresponding to the second item usage method is determined based on the ratio between the rotation rate and the rate threshold, so as to provide the target virtual character with the game item effect corresponding to the effective ratio of the item effect.
5. The method of using virtual props according to claim 4, characterized in that, The step of determining the effective ratio of the item effect corresponding to the second item usage method based on the ratio between the rotation rate and the rate threshold includes: If the number of rotations in the hand gesture features includes multiple rotations, the initial item effect activation ratio corresponding to each rotation is determined based on the ratio between the rotation rate of each rotation and the rate threshold. The effectiveness ratio of the initial item effect is statistically analyzed to determine the effectiveness ratio of the item effect corresponding to the second item usage method.
6. The method of using virtual props according to claim 1, characterized in that, After the step of controlling the target virtual character to use the target virtual item in the game scene, the method further includes: In response to a second gesture command, the target virtual character is controlled to stop using the target virtual item in the game scene.
7. The method of using virtual props according to any one of claims 1 to 6, characterized in that, After the step of controlling the target virtual character to use the target virtual item in the game scene, the method further includes: The game scene displays the number of target virtual items possessed by the target virtual character; and / or If the number of target virtual items possessed by the target virtual character is less than a preset threshold, a prompt message about the target virtual items will be displayed in the game scene.
8. A device for using virtual props, characterized in that, A graphical user interface for a target game is provided via a head-mounted display device. The graphical user interface includes at least a portion of the game scene, and the game scene includes a target virtual character controlled by the head-mounted display device. The target virtual character is equipped with various virtual items, which are used to provide corresponding game item effects for the target virtual character. The device includes: A response module is used to respond to a first gesture command and obtain the hand gesture features corresponding to the first gesture command; The control module is used to determine a target virtual item and a usage method for the target virtual item from a variety of virtual items based on the hand gesture characteristics, and to control the target virtual character to use the target virtual item in the game scene to provide the target virtual character with corresponding game item effects; the virtual item includes attribute recovery items; the attribute recovery items are used to provide the target virtual character with corresponding character attribute recovery effects; the character attributes include at least one of health, mana, and energy; The first gesture command is a rotation gesture command; The step of determining the target virtual prop from the multiple virtual props based on the hand gesture characteristics and the prop usage method for the target virtual prop includes: The target virtual prop is determined from the plurality of virtual props based on the rotation direction and / or the number of fingers in the hand gesture features; and The method of using the virtual prop for the target prop is determined based on the rotation rate in the hand gesture characteristics; The step of determining the target virtual prop from the plurality of virtual props based on the rotation direction and / or the number of fingers in the hand gesture features includes: In response to the clockwise rotation direction in the hand gesture feature, the first attribute recovery item among the virtual items is identified as the target virtual item; the first attribute recovery item is used to provide the target virtual character with a recovery effect on the first character attribute; In response to the hand gesture feature having a counter-clockwise rotation direction, the second attribute recovery item among the virtual items is identified as the target virtual item; the second attribute recovery item is used to provide the target virtual character with a recovery effect on the second character attribute.
9. A head-mounted display device, characterized in that, The head-mounted display device includes: One or more processors; Memory; and One or more applications, wherein the one or more applications are stored in the memory and configured to be executed by the processor to implement the method of using the virtual props as described in any one of claims 1 to 7.
10. A readable storage medium, characterized in that, It stores a computer program, which is loaded by a processor to execute the method of using the virtual props as described in any one of claims 1 to 7.
11. A human-computer interaction system based on virtual reality technology, characterized in that, The human-computer interaction system includes: Virtual reality consoles and head-mounted displays; The head-mounted display device is used to provide a graphical user interface for the target game. The graphical user interface includes at least a portion of the game scene. The game scene includes a target virtual character controlled by the head-mounted display device. The target virtual character is equipped with a variety of virtual props, which are used to provide corresponding game prop effects for the target virtual character. The virtual reality host is used to receive user operation instructions and to execute preset computer programs to implement the method of using virtual props as described in any one of claims 1 to 7.
Citation Information
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