An interaction method, device, electronic device and readable storage medium

CN117899453BActive Publication Date: 2026-08-18NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202410123676.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-01-29
Publication Date
2026-08-18
Estimated Expiration
2044-01-29

AI Technical Summary

Technical Problem

然而,在游戏过程中,由于,玩家仅能够利用眼动数据实现特定内容的选择,因此,若玩家想对身边的某个虚拟角色的所属玩家进行沟通,则需要借助于眼动数据,通过选择相应的构建控件,进入聊天界面,并在聊天界面中通过打开聊天窗口实现与其他玩家的沟通,若玩家此时处于游戏过程中,则无法及时的与其他玩家进行沟通,影响游戏过程中的操作效率

Benefits of technology

[0014] The interaction method, apparatus, electronic device, and readable storage medium provided in this application, in response to a first gaze event for a first virtual character, display a first gaze identifier at an associated location of a second virtual character that triggered the first gaze event, for indicating the second virtual character that triggered the first gaze event through the first gaze identifier; in response to a second gaze operation for the second virtual character, establish an interaction channel between a first head-mounted display device and a second head-mounted display device, so that the first virtual character and the second virtual character can interact independently in the game scene. In this way, the first virtual character can trigger independent interaction with the second virtual character through a gaze operation in the game, thereby simplifying the operation steps for triggering interaction between virtual characters during the game, and reducing the response frequency and data processing volume of the head-mounted display device during the game.

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Abstract

The application provides an interaction method and device, electronic equipment and readable storage medium. In response to a first gaze event of a first virtual role, a first gaze mark is displayed at an associated position of a second virtual role triggering the first gaze event, for indicating the second virtual role triggering the first gaze event through the first gaze mark. In response to a second gaze operation of the second virtual role, an interaction channel is established between a first head-mounted device and a second head-mounted device, so that the first virtual role and the second virtual role independently interact in a game scene. In this way, the first virtual role can trigger independent interaction with the second virtual role in the game through the gaze operation, thereby simplifying the operation steps of triggering interaction between virtual roles in the game process, and reducing the response frequency and data processing amount of the head-mounted device in the game process.
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Description

Technical Field

[0001] This application relates to the field of game technology, and in particular to an interaction method, device, electronic device, and readable storage medium. Background Technology

[0002] Virtual reality (VR) technology refers to the creation of a realistic virtual reality effect through technological means. To create an immersive virtual display, VR technology combines human sensory characteristics, such as vision, hearing, and touch, to realistically reproduce the real world in digital form. Currently, the hardware devices commonly used in VR can be broadly categorized into four types: modeling devices (e.g., 3D scanners), 3D visual reality devices (e.g., head-mounted stereoscopic displays), sound devices (e.g., 3D sound systems), and interactive devices (e.g., eye trackers).

[0003] As virtual display technology continues to mature, head-mounted displays (HUDs) have attracted increasing attention. HUDs, with their virtually unlimited spatial extension, offer users the possibility of operating within a vast visible space. By sending optical signals to the eyes through various HUD devices, different effects such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) can be achieved.

[0004] Currently, user interaction with head-mounted displays can be achieved through controllers, eye tracking, and other technologies. For example, by tracking a player's eye movement data, specific buttons, applications, or list items can be selected based on the player's gaze. However, during gameplay, because players can only use eye movement data to select specific content, if a player wants to communicate with another player whose virtual character belongs to them, they need to use eye movement data to select the corresponding control, enter the chat interface, and then open a chat window to communicate with other players. If the player is in the middle of a game, they cannot communicate with other players in a timely manner, affecting the efficiency of gameplay. Summary of the Invention

[0005] In view of this, the purpose of this application is to provide an interaction method, device, electronic device and readable storage medium, in which a first virtual character can trigger a separate interaction with a second virtual character through gaze operation in the game, thereby simplifying the operation steps for triggering interaction between virtual characters during the game and reducing the response frequency and data processing volume of the head-mounted display device during the game.

[0006] This application provides an interaction method that provides a graphical user interface through a first head-mounted display device; the graphical user interface displays at least a portion of a game scene; the game scene includes at least a first virtual character controlled by the first head-mounted display device; the interaction method includes:

[0007] In response to a first gaze event for the first virtual character, a first gaze identifier is displayed at the associated location of the second virtual character that triggered the first gaze event, for indicating the second virtual character that triggered the first gaze event through the first gaze identifier, wherein the second virtual character is a virtual character controlled by the second head-mounted display device, and the first gaze event is triggered by a first gaze operation performed by the second head-mounted display device for the first virtual character;

[0008] In response to a second gaze operation on the second virtual character, an interaction channel is established between the first head-mounted display device and the second head-mounted display device to enable the first virtual character and the second virtual character to interact individually in the game scene.

[0009] This application embodiment also provides an interactive device that provides a graphical user interface via a first head-mounted display device; the graphical user interface displays at least a portion of a game scene; the game scene includes at least a first virtual character controlled by the first head-mounted display device; the interactive device includes:

[0010] The identifier display module is used to respond to a first gaze event for the first virtual character and display a first gaze identifier at an associated location of the second virtual character that triggered the first gaze event. The first gaze identifier is used to indicate the second virtual character that triggered the first gaze event. The second virtual character is a virtual character controlled by the second head-mounted display device, and the first gaze event is triggered by a first gaze operation performed by the second head-mounted display device for the first virtual character.

[0011] The first interaction trigger module is used to establish an interaction channel between the first head-mounted display device and the second head-mounted display device in response to a second gaze operation on the second virtual character, so that the first virtual character and the second virtual character can interact separately in the game scene.

[0012] This application embodiment also provides an electronic device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus. When the machine-readable instructions are executed by the processor, the steps of the interaction method described above are performed.

[0013] This application also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the interaction method described above.

[0014] The interaction method, apparatus, electronic device, and readable storage medium provided in this application, in response to a first gaze event for a first virtual character, display a first gaze identifier at an associated location of a second virtual character that triggered the first gaze event, for indicating the second virtual character that triggered the first gaze event through the first gaze identifier; in response to a second gaze operation for the second virtual character, establish an interaction channel between a first head-mounted display device and a second head-mounted display device, so that the first virtual character and the second virtual character can interact independently in the game scene. In this way, the first virtual character can trigger independent interaction with the second virtual character through a gaze operation in the game, thereby simplifying the operation steps for triggering interaction between virtual characters during the game, and reducing the response frequency and data processing volume of the head-mounted display device during the game.

[0015] 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

[0016] 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.

[0017] Figure 1 A flowchart illustrating an interaction method provided in an embodiment of this application;

[0018] Figure 2 This is one of the graphical user interface diagrams provided in the embodiments of this application;

[0019] Figure 3 This is a second schematic diagram of the graphical user interface provided in the embodiments of this application;

[0020] Figure 4 This is the third schematic diagram of the graphical user interface provided in the embodiments of this application;

[0021] Figure 5 This is the fourth schematic diagram of the graphical user interface provided in the embodiments of this application;

[0022] Figure 6 This is the fifth schematic diagram of the graphical user interface provided in the embodiments of this application;

[0023] Figure 7 This is a schematic diagram of the structure of an interactive device provided in an embodiment of this application;

[0024] Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation

[0025] 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. Based on the embodiments of this application, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this application.

[0026] Virtual characters:

[0027] This refers to a controllable dynamic object within a game scene. Optionally, this dynamic object can be a virtual character, virtual animal, anime character, etc. The virtual character is a character controlled by the player through an input device, or an artificial intelligence (AI) trained and set up for battle in a virtual environment, or a non-player character (NPC) set up for battle in a game scene. Optionally, this virtual character is a virtual figure competing in the game scene. Optionally, the number of virtual characters in the game scene battle is preset or dynamically determined based on the number of clients joining the battle; this application embodiment does not limit this. In one possible implementation, the user can control the virtual character to move within the virtual scene, for example, controlling the virtual character to run, jump, crawl, etc., and can also control the virtual character to use skills and virtual items provided by the application to fight against other virtual characters.

[0028] Game screenshots:

[0029] It refers to the screen corresponding to the application provided or displayed through a graphical user interface. In an optional implementation, the game screen is the display screen corresponding to the virtual scene displayed on the terminal device. The game screen may include virtual characters such as game characters, NPC characters, and AI characters that execute game logic in the virtual scene.

[0030] In one embodiment of this disclosure, the interaction method can run on a terminal device or a server. The terminal device can be a local terminal device. When the interaction method runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices.

[0031] 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 and the game screen presentation are separated. The storage and execution of the interaction method 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 display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates 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 the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0032] In one alternative implementation, the terminal device can be a head-mounted display (HUD). Taking a game as an example, the HUD stores the game program and is used to display the game screen. The HUD is used to interact with the player through 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 through holographic projection. For example, the HUD may include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0033] Research has shown that user interaction with head-mounted displays can currently be achieved through controllers, eye tracking, and other methods. For example, by tracking a player's eye movement data, specific buttons, applications, or list items can be selected based on their gaze. However, during gameplay, because players can only use eye movement data to select specific content, if a player wants to communicate with another player whose virtual character belongs to them, they need to use eye movement data to select the corresponding control, enter the chat interface, and then open a chat window to communicate with other players. If the player is in the middle of a game, they cannot communicate with other players in a timely manner, affecting the efficiency of gameplay.

[0034] Based on this, the embodiments of this application provide an interaction method that can trigger individual interaction between the first virtual character and the second virtual character in response to the gaze operation of the first virtual character. This simplifies the steps for triggering interaction between virtual characters during the game, reduces unnecessary operations performed by players to trigger communication, and lowers the response frequency and data processing volume of the head-mounted display device.

[0035] Please see Figure 1 , Figure 1 A flowchart illustrating an interaction method provided in an embodiment of this application. A graphical user interface is provided via a head-mounted display device; the graphical user interface displays at least a portion of a game scene; the game scene includes a first virtual character controlled by the first head-mounted display device; such as... Figure 1 As shown in the embodiments of this application, the interaction method includes:

[0036] S101. In response to a first gaze event for the first virtual character, a first gaze identifier is displayed at the associated location of the second virtual character that triggered the first gaze event, for indicating the second virtual character that triggered the first gaze event through the first gaze identifier.

[0037] S102. In response to a second gaze operation on the second virtual character, an interaction channel is established between the first head-mounted display device and the second head-mounted display device to enable the first virtual character and the second virtual character to interact individually in the game scene.

[0038] The interaction method provided in this application embodiment, based on the second virtual character triggering a first gaze event on the first virtual character, can respond to a second gaze operation on the second virtual character and trigger a separate interaction between the first and second virtual characters in the game scene in a timely manner. This simplifies the triggering steps for separate interactions between virtual characters during the game and reduces the response frequency and data processing volume of the head-mounted display device. To avoid interference with other players' game process caused by unilaterally triggered interactions by players, an interaction channel is established between the first and second head-mounted display devices only when both players' virtual characters have the intention to interact. This prevents the interaction from being triggered unilaterally and interrupting the game process of players who do not have the intention to interact. Furthermore, if the first virtual character does not intend to interact with the second virtual character, it does not need to perform any operations to refuse to interact with the second virtual character, reducing the operations that the first virtual character needs to perform to refuse the second virtual character, further reducing the response frequency and data processing volume of the head-mounted display device.

[0039] Here, the head-mounted display device can provide the player with a graphical user interface that displays at least part of the game scene, which may include a first virtual character controlled by the first head-mounted display device, NPCs, and scene elements (e.g., virtual houses, trees, etc.).

[0040] Here, the game scene mentioned here differs depending on the different virtual reality technologies. When the head-mounted display is a VR device, the game scene is a completely virtual 3D game image constructed by the VR device. When the head-mounted display is an AR device, the game scene is a 3D game scene constructed by the VR device based on the real scene, that is, the 3D game scene includes both the real scene and the virtual 3D game image. When the head-mounted display is a MR device, the principle is similar to that of AR devices. The game scene is a 3D game scene constructed by the MR device based on the real scene, that is, the 3D game scene includes both the real scene and the virtual 3D game image.

[0041] During gameplay, the head-mounted display can track the player's eye movement data to identify the relevant actions performed by the player in the game. For example, by tracking the player's eye movement data, it can determine the gaze events triggered by the player controlling the virtual character, the gaze operations performed, the game controls selected, and the game operations performed.

[0042] In step S101, during the game, the head-mounted display device can monitor in real time whether there is a first gaze event for the first virtual character. If a first gaze event for the first virtual character is detected, the head-mounted display device can respond to the first gaze event by displaying a first gaze icon at the associated location of the second virtual character that triggered the first gaze event.

[0043] Here, considering that the first virtual character cannot accurately and promptly provide corresponding feedback to the second virtual character when it is unaware that it is being "watched", in order to achieve the purpose of prompting the first virtual character (the player to which it belongs), when the second virtual character triggers the first gaze event in response to the first virtual character, the second virtual character can be "marked" using the first gaze icon; that is, the second virtual character that triggered the first gaze event is indicated by the first gaze icon.

[0044] The second virtual character is a virtual character controlled by the second head-mounted display device, and the first gaze event is triggered by a first gaze operation performed by the second head-mounted display device on the first virtual character.

[0045] Here, if the first virtual character has the "willingness" to interact with the second virtual character individually, and the second virtual character triggers a first gaze event in response to the first virtual character, then the first virtual character can "look back" at the second virtual character to induce the two (i.e., the first virtual character and the second virtual character) to "look at each other," thereby triggering an individual interaction between the first virtual character and the second virtual character. Therefore, the head-mounted display device can trigger an individual interaction between the first virtual character and the second virtual character by applying a second gaze operation to the second virtual character.

[0046] In step S102, in response to the second gaze operation applied by the first virtual character to the second virtual character, an interaction channel is established between the first head-mounted display device controlled by the first virtual character and the second head-mounted display device controlled by the second virtual character, so that the first virtual character and the second virtual character can interact separately in the game scene through the interaction channel.

[0047] Here, considering the large number of virtual characters in the game scene, in order to accurately determine the second virtual character targeted by the second gaze operation, we can use the eye movement data of the player to whom the first virtual character belongs to generate the gaze point.

[0048] The first and second virtual characters can interact individually in the game scene using different interaction methods. Specifically, the first and second virtual characters can interact individually through voice, text, emoticons, adding each other as friends, or physical interaction. The appropriate interaction method can be selected based on the player's game stage and habits, and there are no restrictions on this.

[0049] Here, the "interactive channel" refers to a virtual medium that assists the first virtual character and the second virtual character in completing information exchange. The interactive channel can exist in various forms, such as "links", "emails", "web pages", etc.

[0050] Please see Figure 2 , Figure 2 This is one of the schematic diagrams of a graphical user interface provided as an embodiment of this application. For example... Figure 2As shown, the graphical user interface 2a displays a game scene 2b, which includes a first virtual character 2c controlled by a first head-mounted display device and a second virtual character 2d controlled by a second head-mounted display device. When the second virtual character 2d triggers a first gaze event in relation to the first virtual character 2c, a gaze marker 2e is displayed at the associated location of the second virtual character 2d (e.g., around the second virtual character 2d).

[0051] Here, considering that virtual characters may inadvertently "gaze at each other" during the game, if a separate interaction between the first and second virtual characters is triggered immediately after "gaze at each other", there may be a "false trigger". Therefore, in order to avoid the problem of "false trigger", it is necessary to further limit the "gaze at each other" time between virtual characters.

[0052] In one implementation, step S102 includes:

[0053] In response to a second gaze operation for the second virtual character, when the gaze duration of the second gaze operation reaches a gaze duration threshold, an interaction channel is established between the first head-mounted display device and the second head-mounted display device.

[0054] In this step, in response to the second gaze operation performed on the second virtual character, the gaze duration of the second gaze operation is detected. When the gaze duration of the second gaze operation reaches the gaze time threshold, it indicates that both the first and second virtual characters have individual interaction needs. At this time, an interaction channel can be established between the first and second head-mounted display devices to enable the first and second virtual characters to interact individually in the game scene through the interaction channel. This avoids the first and second virtual characters being "forced" to interact individually due to "erroneously triggered" message interaction.

[0055] Here, as the duration of the second gaze operation gradually increases, the first virtual character and the second virtual character are closer to triggering a separate interaction; in order to make it easier for the first virtual character to understand the progress of the separate interaction, the display effect of the gaze mark can be changed to prompt the first virtual character.

[0056] In one implementation, the interaction method further includes:

[0057] During the establishment of the interactive channel, the first identifier parameter of the first gaze identifier is adjusted in real time according to the gaze duration of the second gaze operation, and the first gaze identifier is displayed according to the real-time adjusted first identifier parameter to change the display effect of the first gaze identifier.

[0058] In this step, during the process of establishing an interaction channel for the first virtual character and the second virtual character, the first identifier parameter of the first gaze mark can be adjusted in real time according to the gaze duration of the second gaze operation applied by the first virtual character. The adjusted first gaze mark is then displayed at the associated position of the second virtual character according to the real-time adjusted first identifier parameter, thereby changing the display effect of the first gaze mark. This is done to indicate the triggering progress of the individual interaction between the first virtual character (or the controlled player) and the second virtual character (or the controlled player) by changing the display effect of the first gaze mark.

[0059] The first identification parameter includes one or more of transparency, brightness, color, and fill ratio; the fill ratio is the proportion of the filled area in the first gaze identifier; the transparency is negatively correlated with the gaze duration; the brightness and the fill ratio are positively correlated with the gaze duration.

[0060] When the first identifier parameter includes transparency, the transparency of the first gaze identifier displayed with the adjusted first identifier parameter is lower than the transparency of the first gaze identifier displayed with the unadjusted first identifier parameter; that is, the transparency of the first gaze identifier is negatively correlated with the gaze duration.

[0061] And / or,

[0062] When the first identifier parameter includes color, the color of the first gaze identifier displayed with the adjusted first identifier parameter is different from the color of the first gaze identifier displayed with the unadjusted first identifier parameter; for example, if the first gaze identifier displayed with the unadjusted first identifier parameter is white, then the first gaze identifier displayed with the adjusted first identifier parameter is red.

[0063] And / or,

[0064] When the first identifier parameter includes brightness, the brightness of the first gaze identifier displayed with the adjusted first identifier parameter is higher than the brightness of the first gaze identifier displayed with the unadjusted first identifier parameter; that is, the brightness of the first gaze identifier is positively correlated with the gaze duration.

[0065] And / or,

[0066] When the first identifier parameter includes a fill ratio, the fill ratio of the first gaze identifier displayed with the adjusted first identifier parameter is higher than the fill ratio of the first gaze identifier displayed with the unadjusted first identifier parameter; that is, the fill ratio of the first gaze identifier is positively correlated with the gaze duration.

[0067] Please see Figure 3 , Figure 3 This is a second schematic diagram of a graphical user interface provided in an embodiment of this application. Figure 3As shown, the graphical user interface 3a displays a game scene 3b, which includes a first virtual character 3c controlled by a first head-mounted display and a second virtual character 3d controlled by a second head-mounted display. When the second virtual character 3d triggers a first gaze event on the first virtual character 3c, a first gaze marker 3e is displayed at the associated position of the second virtual character 3d. When a second gaze operation is performed on the second virtual character 3d, an interaction channel is established between the first head-mounted display and the second head-mounted display. During the establishment of the interaction channel, as the gaze duration increases, the fill ratio of the first gaze marker 3e is adjusted in real time (taking the first marker parameter as the fill ratio as an example), from the first fill ratio 3e-1 to the second fill ratio 3e-2.

[0068] Here, during the process of establishing an interactive channel, if the first virtual character stops "gazing" at the second virtual character, that is, the first virtual character stops the second gaze operation (or the second virtual character stops "gazing" at the first virtual character, that is, the second virtual character stops triggering the first gaze event), it is considered as interrupting the triggering of individual interaction. At this time, in order to make it easier for the first virtual character to know that the triggering of individual interaction has been interrupted, the display effect of the gaze indicator can be changed to prompt the first virtual character.

[0069] In one implementation, the interaction method further includes:

[0070] S21. During the process of establishing the interaction channel, in response to the first virtual character suspending the second gaze operation, the duration of the suspension of the second gaze operation is counted.

[0071] S22. Based on the duration of the pause, adjust the first identifier parameter of the first gaze identifier in real time, and display the first gaze identifier according to the adjusted first identifier parameter to change the display effect of the first gaze identifier.

[0072] In this step, the first identifier parameter of the first gaze mark is adjusted in real time according to the duration of the suspension of the second gaze operation applied by the first virtual character. The adjusted first gaze mark is then displayed at the associated position of the second virtual character according to the real-time adjusted first identifier parameter, thereby changing the display effect of the first gaze mark. This change in the display effect of the first gaze mark serves as a notification that the triggering of the individual interaction between the first virtual character (or its player) and the second virtual character (or its player) has been interrupted.

[0073] The first identification parameter includes one or more of transparency, brightness, color, and fill ratio; the fill ratio is the proportion of the filled area in the first gaze identifier; the transparency is positively correlated with the pause duration; the brightness and the fill ratio are negatively correlated with the pause duration.

[0074] When the first identifier parameter includes transparency, the transparency of the first gaze identifier displayed with the adjusted first identifier parameter is higher than the transparency of the first gaze identifier displayed with the unadjusted first identifier parameter; that is, the transparency of the first gaze identifier is positively correlated with the duration of cessation.

[0075] And / or,

[0076] When the first identifier parameter includes color, the color of the first gaze identifier displayed with the adjusted first identifier parameter is different from the color of the first gaze identifier displayed with the unadjusted first identifier parameter; for example, if the first gaze identifier displayed with the unadjusted first identifier parameter is red, then the first gaze identifier displayed with the adjusted first identifier parameter is white.

[0077] And / or,

[0078] When the first identification parameter includes brightness, the brightness of the first gaze identifier displayed with the adjusted first identification parameter is lower than the brightness of the first gaze identifier displayed with the unadjusted first identification parameter; that is, the brightness of the first gaze identifier is negatively correlated with the duration of cessation.

[0079] And / or,

[0080] When the first identifier parameter includes a fill ratio, the fill ratio of the first gaze identifier displayed with the adjusted first identifier parameter is lower than the fill ratio of the first gaze identifier displayed with the unadjusted first identifier parameter; that is, the fill ratio of the first gaze identifier is negatively correlated with the abort duration.

[0081] Here, as the duration of the interruption increases, when the duration of the interruption exceeds the interruption time threshold, it can be considered that the first virtual character gives up interacting with the second virtual character alone. At this time, the establishment of the interaction channel can be terminated.

[0082] In one embodiment, the interaction method further includes: terminating the establishment of an interaction channel between the first head-mounted display device and the second head-mounted display device in response to the termination duration being greater than a termination time threshold, and canceling the display of the first gaze marker at the associated location of the second virtual character.

[0083] In this step, if the duration of the first virtual character's cessation of the second gaze operation is greater than the cessation time threshold, it can be considered that the first virtual character has given up interacting with the second virtual character alone. At this time, the establishment of an interaction channel between the first head-mounted display device and the second head-mounted display device can be terminated, and the first gaze icon can be removed from the associated position of the second virtual character to indicate that both virtual characters have given up interacting alone.

[0084] Here, during the establishment of the interactive channel, the second virtual character can also trigger the first gaze event by terminating the first gaze operation; in response to the second virtual character terminating the first gaze event, the duration of the first gaze event is counted; based on the duration of the first gaze event, the first identifier parameter of the first gaze identifier is adjusted in real time, and the first gaze identifier is displayed according to the real-time adjusted first identifier parameter, so as to change the display effect of the first gaze identifier.

[0085] If the first virtual character (and / or the second virtual character) temporarily suspends the second gaze operation (and / or the first gaze event) only due to problems such as line of sight obstruction or interference, then after the first virtual character reapplies the gaze operation to the second virtual character, the adjusted first flag parameter can be reset back to the original value to continue the display effect before the first gaze flag was adjusted.

[0086] In one implementation, the interaction method further includes:

[0087] During the process of adjusting the first identifier parameter in real time according to the duration of the suspension, in response to the third gaze operation for the second virtual character, the first identifier parameter is reset to the first identifier parameter before the real-time adjustment, and the first gaze identifier is displayed according to the first identifier parameter before the real-time adjustment.

[0088] In this step, if a third gaze operation is reapplied to the second virtual character during the real-time adjustment of the first identifier parameter based on the duration of the interruption, the first virtual character and the second virtual character can be prompted to "gaze at each other" in the game scene again. At this time, in response to the third gaze operation for the second virtual character, the first identifier parameter of the first gaze identifier can be "reset", the adjusted first identifier parameter can be reset to the first identifier parameter before the real-time adjustment, and the first gaze identifier can be displayed at the associated position of the second virtual character according to the first identifier parameter before the real-time adjustment.

[0089] Here, in addition to being able to passively trigger individual interactions with the second virtual character during the game, the first virtual character can also actively request individual interactions with other virtual characters.

[0090] In one implementation, the interaction method further includes:

[0091] S201. In response to a fourth gaze operation for a third virtual character, a prompt icon is displayed in the graphical user interface to indicate that the fourth gaze operation has taken effect.

[0092] In this step, in response to the fourth gaze operation applied to the third virtual character, a prompt icon is displayed in the graphical user interface provided by the first head-mounted display device to indicate to the first virtual character (the player to which it belongs) that the fourth gaze operation has taken effect, so as to avoid the first virtual character (the player to which it belongs) repeatedly applying the fourth gaze operation through the first head-mounted display device without knowing the "effectiveness" and thus putting data processing pressure on the first head-mounted display device.

[0093] S202. During the fourth gaze operation, in response to the second gaze event for the first virtual character, a second gaze identifier is displayed at the associated location of the third virtual character that triggered the second gaze event, and an interaction channel is established between the first head-mounted display device and the third head-mounted display device to enable the first virtual character and the third virtual character to interact individually in the game scene.

[0094] In this step, during the fourth gaze operation, if the first head-mounted display device detects a second gaze event for the first virtual character, the first head-mounted display device can respond to the second gaze event for the first virtual character by displaying a second gaze icon at the associated location of the third virtual character that triggered the second gaze event; and establish an interaction channel between the first head-mounted display device controlled by the first virtual character and the third head-mounted display device controlled by the third virtual character, so that the first virtual character and the third virtual character can interact individually in the game scene through the interaction channel.

[0095] Here, the second gaze identifier is used to "mark" the third virtual character; that is, the second gaze identifier indicates the third virtual character that triggered the third gaze event.

[0096] The third virtual character is a virtual character controlled by the third head-mounted display device, and the second gaze event is triggered by the fifth gaze operation performed by the third head-mounted display device on the first virtual character.

[0097] In one implementation, the interaction method further includes:

[0098] During the establishment of the interactive channel, the second identifier parameter of the second gaze identifier and the third identifier parameter of the prompt identifier are adjusted in real time according to the trigger duration of the second gaze event. The second gaze identifier is displayed according to the real-time adjusted second identifier parameter and the prompt identifier is displayed according to the real-time adjusted third identifier parameter, so as to change the display effects of the second gaze identifier and the prompt identifier.

[0099] In this step, during the process of establishing an interaction channel between the first virtual character and the third virtual character, the second identifier parameter of the second gaze icon and the third identifier parameter of the prompt icon can be adjusted in real time according to the trigger duration of the second gaze event triggered by the third virtual character. The adjusted second gaze icon is then displayed at the associated position of the third virtual character according to the real-time adjusted second identifier parameter, thereby changing the display effect of the second gaze icon.

[0100] At the same time, according to the real-time adjusted third identifier parameters, the adjusted prompt identifier is displayed at the associated position of the first virtual character to change the display effect of the prompt identifier; in order to indicate the triggering progress of the individual interaction between the first virtual character (or the player to which it belongs) and the third virtual character (or the player to which it belongs) by changing the display effect of the second gaze identifier and the prompt identifier.

[0101] The second and third identification parameters include one or more of transparency, brightness, color, and fill ratio; the fill ratio is the proportion of the filled area in the first gaze identifier; the transparency is negatively correlated with the trigger duration; the brightness and the fill ratio are positively correlated with the trigger duration.

[0102] Since players have multiple interaction options for individual interaction in the game, in order to avoid players temporarily changing their interaction methods during individual interactions and affecting the interaction process, and to increase the response frequency of the head-mounted display, an interaction trigger interface is displayed when the first virtual character and the second virtual character are allowed to interact individually in the game scene. This allows players to select their interaction method using the interaction trigger interface, enabling them to achieve individual interaction in the most suitable way for the current game process. This reduces the number of operations required for players to change their interaction method and lowers the response frequency of the head-mounted display.

[0103] In one implementation, after establishing the interaction channel, the interaction method further includes:

[0104] S1. Display the interactive trigger interface in the graphical user interface.

[0105] In this step, after establishing the interaction channel, an interaction trigger interface is displayed in the graphical user interface to facilitate players' selection of the interaction method for message interaction. Players can use the interaction trigger interface to complete the selection of the interaction method.

[0106] The interactive trigger interface includes multiple selection areas; players can select the interaction method by choosing the area.

[0107] S2. In response to the mode selection operation performed in the interactive trigger interface, determine the target selection area selected by the mode selection operation.

[0108] In this step, players can select the mode selection area presented in the interaction trigger interface through the mode selection operation, thereby realizing the selection of the interaction mode; specifically, in response to the mode selection operation performed by the player in the interaction trigger interface, the target selection area selected by the player in the interaction trigger interface through the mode selection operation is determined.

[0109] In the solution provided in this application, players can select an area by clicking to trigger the operation. Specifically, users can select an area by clicking with their fingers, mouse, or preset key combinations. They can also select an area by clicking with the L1 or R1 button on the controller, or the Ctrl, Alt, or A button on the keyboard. The preset keys can be manually set according to the player's needs. Alternatively, players can select an area by clicking using voice control or preset trigger actions.

[0110] Here, each selected area is associated with a corresponding interaction method. After the player selects the target area, the first head-mounted display device can control the first virtual character and the second virtual character to interact separately in the game scene according to the interaction method associated with the target area.

[0111] S3. Control the first virtual character to interact separately with the second virtual character in the game scene according to the interaction method associated with the target selection area.

[0112] In this step, the individual interactions between players in the game can be reflected in the graphical user interface as individual interactions between the controlled virtual characters; that is, in the game, the individual interaction between the first player and the second player can actually be reflected as the individual interaction between the first virtual character and the second virtual character; therefore, after completing the selection of the target selection area, the first virtual character is controlled to interact individually with the second virtual character in the game scene according to the interaction method associated with the target selection area.

[0113] For example, taking voice interaction as the interaction method associated with the target selection area, the first virtual character is controlled to interact with the second virtual character separately in the game scene by voice interaction; taking facial expression interaction as the interaction method associated with the target selection area, the first virtual character is controlled to interact with the second virtual character separately in the game scene by sending facial expressions.

[0114] Please see Figure 4 , Figure 4 This is the third schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 4 As shown, the graphical user interface 4a displays a game scene 4b, which includes a first virtual character 4c controlled by the first head-mounted display and a second virtual character 4d controlled by the second head-mounted display. After the interaction channel between the first and second head-mounted displays is established, an interaction trigger interface 4e is displayed in the graphical user interface 4a. The interaction trigger interface 4e includes multiple mode selection areas 4f. Players can select the mode selection area 4f in the interaction trigger interface 4e through the mode selection operation to select the interaction mode.

[0115] Here, to avoid obscuring the player's graphical user interface, players can be allowed to select the interaction method through gestures without displaying the interaction trigger interface.

[0116] In one embodiment, after establishing an interaction channel between the first head-mounted display device and the second head-mounted display device, the interaction method further includes:

[0117] In response to detecting a first gesture, the system controls the first virtual character to interact separately with the second virtual character in the game scene according to the interaction method associated with the first gesture.

[0118] In this step, after allowing the first virtual character and the second virtual character to interact individually in the game through the interaction channel, the player to whom the first virtual character belongs can select the interaction method by performing a specific gesture. Specifically, in response to the head-mounted display device detecting the first gesture performed by the player to whom the first virtual character belongs, the device controls the first virtual character to interact individually with the second virtual character in the game scene according to the interaction method associated with the first gesture.

[0119] The interaction methods corresponding to the gestures are pre-set and can be displayed in the graphical user interface to prompt players and prevent them from being unable to select the desired interaction method due to incorrect gestures.

[0120] Here, during the process of the first virtual character interacting with the second virtual character individually, interaction guide lines can be displayed to indicate that the first virtual character is currently interacting with the second virtual character individually.

[0121] In one embodiment, after establishing an interaction channel between the first head-mounted display device and the second head-mounted display device, the interaction method further includes: displaying an interaction guideline between the first virtual character and the second virtual character, so as to indicate through the interaction guideline that the first virtual character is currently interacting with the second virtual character individually.

[0122] In this step, during the individual interaction between the first virtual character and the second virtual character, an interaction guideline can be displayed to indicate that the player of the first virtual character is currently interacting individually with the player of the second virtual character. Specifically, an interaction guideline is displayed between the first and second virtual characters to indicate that the first virtual character is currently interacting individually with the second virtual character.

[0123] Please see Figure 5 , Figure 5 This is the fourth schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 5 As shown, the graphical user interface 5a displays a game scene 5b, which includes a first virtual character 5c controlled by a first head-mounted display device and a second virtual character 5d controlled by a second head-mounted display device. During the individual interaction between the first virtual character and the second virtual character, an interaction guide line 5e is displayed between the first virtual character 5c and the second virtual character 5d to indicate that the first virtual character 5c is currently interacting with the second virtual character 5d individually.

[0124] Here, after the first virtual character and the second virtual character complete their individual interaction, the individual interaction can be ended by using the first gaze marker. However, considering that the player may inadvertently look at the gaze marker while being disturbed, if the individual interaction between the first and second virtual characters is ended immediately the moment the player looks at the gaze marker, there will be a problem that the player does not intend to end the interaction but forcibly ends the interaction between the virtual characters. Therefore, in order to avoid the problem of forcibly ending the interaction, an additional interaction termination control is provided to the player when the player looks at the first gaze marker. The player can immediately end the individual interaction by triggering the interaction termination control if they intend to end it.

[0125] In one implementation, the interaction method further includes:

[0126] S6. In response to a sixth gaze operation applied to the first gaze identifier, a termination interaction control is displayed in the graphical user interface.

[0127] In this step, the first head-mounted display device can respond to a sixth gaze operation applied to the first gaze marker by displaying a termination interaction control in the graphical user interface; that is, when the player to which the first virtual character belongs gazes at the first gaze marker, the termination interaction control can be displayed in the graphical user interface provided by the first head-mounted display device so that the player to which the first virtual character belongs can end the individual interaction between the first virtual character and the second virtual character by means of the termination interaction control.

[0128] S7. Respond to the first trigger operation for the termination interaction control, and end the individual interaction between the first virtual character and the second virtual character.

[0129] In this step, the player to whom the first virtual character belongs can end the individual interaction between the first virtual character and the second virtual character by applying a first trigger operation to the termination interaction control; specifically, in response to the first trigger operation applied by the player to whom the first virtual character belongs to the termination interaction control through the first head-mounted display device, the individual interaction between the first virtual character and the second virtual character ends immediately.

[0130] In the solution provided in this application, players can trigger the first trigger operation by clicking the termination interaction control. Specifically, players can click the termination interaction control using their finger, mouse, and / or preset key combinations. They can also click the termination interaction control using the L1 button, R1 button on the controller, or the Ctrl key, Alt key, and A key on the keyboard. The preset keys can be manually set according to the player's needs. Alternatively, players can click the termination interaction control using voice control or preset trigger actions.

[0131] Please see Figure 6 , Figure 6 This is the fifth schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 6 As shown, the graphical user interface 6a displays a game scene 6b, which includes a first virtual character 6c controlled by a first head-mounted display and a second virtual character 6d controlled by a second head-mounted display. A first gaze indicator 6e is displayed at the associated position of the second virtual character 6d. In response to a sixth gaze operation on the first gaze indicator 6e, a termination interaction control 6f is displayed in the graphical user interface 6a. At this time, the individual interaction between the first virtual character and the second virtual character can be immediately ended by using the termination interaction control 6f.

[0132] Here, considering that the player who owns the first virtual character and the player who owns the second virtual character also have other teammates, in order to facilitate multi-person message interaction among teammates, the first virtual character and the second virtual character can interact individually, and virtual characters controlled by other players can also be invited to join the interaction.

[0133] In one embodiment, the interaction method further includes: displaying an interactive invitation control in the graphical user interface; and, in response to a second trigger operation on the interactive invitation control, establishing multiple interactive channels between the third virtual character, the first virtual character, and the second virtual character, so that the first virtual character, the second virtual character, and the third virtual character can perform group interaction in the game scene.

[0134] In this step, while the first virtual character and the second virtual character are interacting individually, an interaction invitation control is displayed in the graphical user interface so that the player to whom the first virtual character belongs can invite the third virtual character to join the interaction process through the interaction invitation control.

[0135] The player to whom the first virtual character belongs can apply a second trigger operation to the interactive invitation control to invite the third virtual character to join the interaction process; specifically, in response to the second trigger operation applied to the interactive invitation control, multiple interactive channels are established between the third virtual character, the first virtual character, and the second virtual character, so that the first virtual character, the second virtual character, and the third virtual character can interact as a group in the game scene.

[0136] The third virtual character is a virtual character controlled by a third head-mounted display device.

[0137] In the solution provided in this application, players can trigger the second trigger operation by clicking the interactive invitation control. Specifically, players can click the interactive invitation control using their fingers, mouse, and / or preset key combinations. They can also click the interactive invitation control using the L1 button, R1 button on the controller, or the Ctrl key, Alt key, and A key on the keyboard. The preset keys can be manually set according to the player's needs. Alternatively, players can click the interactive invitation control using voice control or preset trigger actions.

[0138] In another embodiment, the interaction method further includes: displaying an interaction permission indicator in the graphical user interface; and, in response to a fourth gaze event for the interaction permission indicator, establishing multiple interaction channels between the third virtual character, the first virtual character, and the second virtual character, so that the first virtual character, the second virtual character, and the third virtual character can perform group interaction in the game scene.

[0139] In this step, when the first virtual character and the second virtual character are interacting individually, an interaction permission icon is displayed in the graphical user interface so that the player of the third virtual character can join the interaction process between the first virtual character and the second virtual character by looking at the interaction permission icon using the third head-mounted display device.

[0140] In response to the fourth gaze event of the player to which the third virtual character belongs in response to the interaction permission mark, multiple interaction channels are established between the third virtual character, the first virtual character, and the second virtual character, so that the first virtual character, the second virtual character, and the third virtual character can interact as a group in the game scene.

[0141] The third virtual character is a virtual character controlled by a third head-mounted display device, and the fourth gaze event is triggered by a gaze operation performed by the third head-mounted display device in response to the interaction permission identifier.

[0142] Here, in order to avoid obstructing the graphical user interface presented by the first head-mounted display, the invitation to the third virtual character can be completed through gestures without displaying the interaction permission icon or interaction invitation control.

[0143] In another embodiment, the interaction method further includes: in response to detecting a second gesture, establishing multiple interaction channels between the third virtual character, the first virtual character, and the second virtual character, so that the first virtual character, the second virtual character, and the third virtual character can perform group interaction in the game scene.

[0144] In this step, when the first virtual character interacts with the second virtual character individually, the player to whom the first virtual character belongs can complete the invitation of the third virtual character by performing a specific gesture. Specifically, in response to the first head-mounted display device detecting the second gesture performed by the first player, multiple interaction channels are established between the third virtual character, the first virtual character, and the second virtual character, so that the first virtual character, the second virtual character, and the third virtual character can interact as a group in the game scene.

[0145] The interaction methods corresponding to the gestures are pre-set and can be displayed in the graphical user interface to prompt the player and prevent the player from being unable to select the desired interaction method due to incorrect gestures.

[0146] The interaction method provided in this application embodiment, in response to a first gaze event for a first virtual character, displays a first gaze marker at an associated location of a second virtual character that triggered the first gaze event, used to indicate the second virtual character that triggered the first gaze event; in response to a second gaze operation for the second virtual character, an interaction channel is established between the first head-mounted display device and the second head-mounted display device, enabling the first and second virtual characters to interact independently in the game scene. In this way, the first virtual character can trigger independent interaction with the second virtual character through gaze operations in the game, thereby simplifying the steps for triggering interaction between virtual characters during gameplay and reducing the response frequency and data processing volume of the head-mounted display device during gameplay.

[0147] Please see Figure 7 , Figure 7This is a schematic diagram of the structure of an interactive device provided in an embodiment of this application. A graphical user interface is provided through a first head-mounted display device; the graphical user interface displays at least a portion of a game scene; the game scene includes at least a first virtual character controlled by the first head-mounted display device; such as... Figure 7 As shown, the interactive device 700 includes:

[0148] The identification display module 710 is configured to display a first gaze identifier at an associated location of a second virtual character that triggered the first gaze event in response to a first gaze event for the first virtual character. The first gaze identifier is used to indicate the second virtual character that triggered the first gaze event, wherein the second virtual character is a virtual character controlled by a second head-mounted display device, and the first gaze event is triggered by a first gaze operation performed by the second head-mounted display device for the first virtual character.

[0149] The first interaction trigger module 720 is used to establish an interaction channel between the first head-mounted display device and the second head-mounted display device in response to a second gaze operation for the second virtual character, so that the first virtual character and the second virtual character can interact separately in the game scene.

[0150] Furthermore, the individual interactive methods include one or more of the following: voice interaction, text interaction, emoticon interaction, team interaction, body interaction, and friend addition interaction.

[0151] Furthermore, when the interaction trigger module 720 establishes an interaction channel between the first head-mounted display device and the second head-mounted display device in response to a second gaze operation for the second virtual character, the interaction trigger module 720 is used to:

[0152] In response to a second gaze operation for the second virtual character, when the gaze duration of the second gaze operation reaches a gaze duration threshold, an interaction channel is established between the first head-mounted display device and the second head-mounted display device.

[0153] Furthermore, the interactive device 700 also includes a first identifier adjustment module (not shown in the figure), the first identifier adjustment module being used for:

[0154] During the establishment of the interactive channel, the first identifier parameter of the first gaze identifier is adjusted in real time according to the gaze duration of the second gaze operation, and the first gaze identifier is displayed according to the real-time adjusted first identifier parameter to change the display effect of the first gaze identifier.

[0155] The first identification parameter includes one or more of transparency, brightness, color, and fill ratio; the fill ratio is the proportion of the filled area in the first gaze identifier; the transparency is negatively correlated with the gaze duration; the brightness and the fill ratio are positively correlated with the gaze duration.

[0156] Furthermore, the interactive device 700 also includes a second identifier adjustment module (not shown in the figure), the second identifier adjustment module being used for:

[0157] During the establishment of the interaction channel, in response to the first virtual character suspending the second gaze operation, the duration of the suspension of the second gaze operation is counted.

[0158] Based on the duration of the pause, the first identifier parameter of the first gaze identifier is adjusted in real time, and the first gaze identifier is displayed according to the adjusted first identifier parameter in real time, so as to change the display effect of the first gaze identifier;

[0159] The first identification parameter includes one or more of transparency, brightness, color, and fill ratio; the fill ratio is the proportion of the filled area in the first gaze identifier; the transparency is positively correlated with the pause duration; the brightness and the fill ratio are negatively correlated with the pause duration.

[0160] Furthermore, the interactive device 700 also includes a third identifier adjustment module (not shown in the figure), the third identifier adjustment module being used for:

[0161] In response to the suspension duration exceeding a suspension time threshold, the establishment of an interaction channel between the first head-mounted display device and the second head-mounted display device is terminated, and the first gaze marker is removed from the associated location of the second virtual character.

[0162] Furthermore, the interactive device 700 also includes a fourth identifier adjustment module (not shown in the figure), the fourth identifier adjustment module being used for:

[0163] During the process of adjusting the first identifier parameter in real time according to the duration of the suspension, in response to the third gaze operation for the second virtual character, the first identifier parameter is reset to the first identifier parameter before the real-time adjustment, and the first gaze identifier is displayed according to the first identifier parameter before the real-time adjustment.

[0164] Furthermore, the interactive device 700 also includes a second interactive trigger module (not shown in the figure), the second interactive trigger module being used for:

[0165] In response to a fourth gaze operation targeting a third virtual character, a prompt icon is displayed in the graphical user interface to indicate that the fourth gaze operation has taken effect.

[0166] During the fourth gaze operation, in response to the second gaze event for the first virtual character, a second gaze identifier is displayed at the associated location of the third virtual character that triggered the second gaze event, and an interaction channel is established between the first head-mounted display device and the third head-mounted display device to enable the first virtual character and the third virtual character to interact separately in the game scene;

[0167] The third virtual character is a virtual character controlled by the third head-mounted display device, and the second gaze event is triggered by the fifth gaze operation performed by the third head-mounted display device on the first virtual character.

[0168] Furthermore, the interactive device 700 also includes a fifth identifier adjustment module (not shown in the figure), the fifth identifier adjustment module being used for:

[0169] During the establishment of the interactive channel, the second identifier parameter of the second gaze identifier and the third identifier parameter of the prompt identifier are adjusted in real time according to the trigger duration of the second gaze event. The second gaze identifier is displayed according to the real-time adjusted second identifier parameter and the prompt identifier is displayed according to the real-time adjusted third identifier parameter, so as to change the display effects of the second gaze identifier and the prompt identifier.

[0170] The second and third identification parameters include one or more of transparency, brightness, color, and fill ratio; the fill ratio is the proportion of the filled area in the gaze identifier; the transparency is negatively correlated with the trigger duration; the brightness and the fill ratio are positively correlated with the trigger duration.

[0171] Furthermore, after establishing the interactive channel, the interactive device 700 also includes a mode selection module (not shown in the figure), which is used for:

[0172] An interactive trigger interface is displayed in the graphical user interface; wherein the interactive trigger interface includes multiple mode selection areas;

[0173] In response to a mode selection operation applied in the interactive trigger interface, the target selection area selected by the mode selection operation is determined;

[0174] Control the first virtual character to interact separately with the second virtual character in the game scene according to the interaction method associated with the target selected area.

[0175] Furthermore, after establishing an interaction channel between the first head-mounted display device and the second head-mounted display device, the interaction device 700 further includes a gesture interaction module (not shown in the figure), the gesture interaction module being used for:

[0176] In response to detecting a first gesture, the system controls the first virtual character to interact separately with the second virtual character in the game scene according to the interaction method associated with the first gesture.

[0177] Furthermore, after establishing an interaction channel between the first head-mounted display device and the second head-mounted display device, the interaction device 700 further includes an interaction prompt module (not shown in the figure), the interaction prompt module being used for:

[0178] An interaction guideline is displayed between the first virtual character and the second virtual character to indicate that the first virtual character is currently interacting with the second virtual character individually.

[0179] Furthermore, the interactive device 700 also includes an interaction termination module (not shown in the figure), the interaction termination module being used for:

[0180] In response to a sixth gaze action applied to the first gaze identifier, a termination interaction control is displayed in the graphical user interface;

[0181] In response to the first trigger operation of the termination interaction control, the individual interaction between the first virtual character and the second virtual character ends.

[0182] Furthermore, the interactive device 700 also includes a first interactive invitation module (not shown in the figure), which is used for:

[0183] An interactive invitation control is displayed in the graphical user interface;

[0184] In response to the second trigger operation of the interactive invitation control, multiple interactive channels are established between the third virtual character, the first virtual character, and the second virtual character, so that the first virtual character, the second virtual character, and the third virtual character can interact as a group in the game scene;

[0185] The third virtual character is a virtual character controlled by a third head-mounted display device.

[0186] Furthermore, the interactive device 700 also includes a second interactive invitation module (not shown in the figure), which is used for:

[0187] The interaction permission indicator is displayed in the graphical user interface;

[0188] In response to a fourth gaze event for the interaction permission identifier, multiple interaction channels are established between the third virtual character, the first virtual character, and the second virtual character, so that the first virtual character, the second virtual character, and the third virtual character can perform group interaction in the game scene;

[0189] The third virtual character is a virtual character controlled by a third head-mounted display device, and the fourth gaze event is triggered by a gaze operation performed by the third head-mounted display device in response to the interaction permission identifier.

[0190] Furthermore, the interactive device 700 also includes a third interactive invitation module (not shown in the figure), which is used for:

[0191] In response to the detection of a second gesture, multiple interaction channels are established between the third virtual character, the first virtual character, and the second virtual character, so that the first virtual character, the second virtual character, and the third virtual character can interact as a group in the game scene;

[0192] The third virtual character is a virtual character controlled by a third head-mounted display device.

[0193] The interactive device provided in this application embodiment, in response to a first gaze event for a first virtual character, displays a first gaze identifier at an associated location of a second virtual character that triggered the first gaze event, used to indicate the second virtual character that triggered the first gaze event; in response to a second gaze operation for the second virtual character, an interactive channel is established between the first head-mounted display device and the second head-mounted display device, enabling the first and second virtual characters to interact independently in the game scene. In this way, the first virtual character can trigger independent interaction with the second virtual character through a gaze operation in the game, thereby simplifying the steps for triggering interaction between virtual characters during the game and reducing the response frequency and data processing volume of the head-mounted display device during gameplay.

[0194] Please see Figure 8 , Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Figure 8 As shown, the electronic device 800 includes a processor 810, a memory 820, and a bus 830. The memory 820 stores machine-readable instructions executable by the processor 810. When the electronic device runs an interaction method as described in the embodiment, the processor 810 communicates with the memory 820 via the bus 830. The processor 810 executes the machine-readable instructions. The preamble of the method item of the processor 810 performs the following steps:

[0195] In response to a first gaze event for the first virtual character, a first gaze identifier is displayed at the associated location of the second virtual character that triggered the first gaze event, for indicating the second virtual character that triggered the first gaze event through the first gaze identifier, wherein the second virtual character is a virtual character controlled by the second head-mounted display device, and the first gaze event is triggered by a first gaze operation performed by the second head-mounted display device for the first virtual character;

[0196] In response to a second gaze operation on the second virtual character, an interaction channel is established between the first head-mounted display device and the second head-mounted display device to enable the first virtual character and the second virtual character to interact individually in the game scene.

[0197] In one feasible implementation, the individual interactive methods include one or more of the following: voice interaction, text interaction, emoticon interaction, team interaction, body interaction, and friend addition interaction.

[0198] In one feasible implementation, when the processor 810 is used to establish an interaction channel between the first head-mounted display device and the second head-mounted display device in response to a second gaze operation for the second virtual character, it is specifically used to:

[0199] In response to a second gaze operation for the second virtual character, when the gaze duration of the second gaze operation reaches a gaze duration threshold, an interaction channel is established between the first head-mounted display device and the second head-mounted display device.

[0200] In one feasible implementation, the processor 810 also performs:

[0201] During the establishment of the interactive channel, the first identifier parameter of the first gaze identifier is adjusted in real time according to the gaze duration of the second gaze operation, and the first gaze identifier is displayed according to the real-time adjusted first identifier parameter to change the display effect of the first gaze identifier.

[0202] The first identification parameter includes one or more of transparency, brightness, color, and fill ratio; the fill ratio is the proportion of the filled area in the first gaze identifier; the transparency is negatively correlated with the gaze duration; the brightness and the fill ratio are positively correlated with the gaze duration.

[0203] In one feasible implementation, the processor 810 also performs:

[0204] During the establishment of the interaction channel, in response to the first virtual character suspending the second gaze operation, the duration of the suspension of the second gaze operation is counted.

[0205] Based on the duration of the pause, the first identifier parameter of the first gaze identifier is adjusted in real time, and the first gaze identifier is displayed according to the adjusted first identifier parameter in real time, so as to change the display effect of the first gaze identifier;

[0206] The first identification parameter includes one or more of transparency, brightness, color, and fill ratio; the fill ratio is the proportion of the filled area in the first gaze identifier; the transparency is positively correlated with the pause duration; the brightness and the fill ratio are negatively correlated with the pause duration.

[0207] In one feasible implementation, the processor 810 also performs:

[0208] In response to the suspension duration exceeding a suspension time threshold, the establishment of an interaction channel between the first head-mounted display device and the second head-mounted display device is terminated, and the first gaze marker is removed from the associated location of the second virtual character.

[0209] In one feasible implementation, the processor 810 also performs:

[0210] During the process of adjusting the first identifier parameter in real time according to the duration of the suspension, in response to the third gaze operation for the second virtual character, the first identifier parameter is reset to the first identifier parameter before the real-time adjustment, and the first gaze identifier is displayed according to the first identifier parameter before the real-time adjustment.

[0211] In one feasible implementation, the processor 810 also performs:

[0212] In response to a fourth gaze operation targeting a third virtual character, a prompt icon is displayed in the graphical user interface to indicate that the fourth gaze operation has taken effect.

[0213] During the fourth gaze operation, in response to the second gaze event for the first virtual character, a second gaze identifier is displayed at the associated location of the third virtual character that triggered the second gaze event, and an interaction channel is established between the first head-mounted display device and the third head-mounted display device to enable the first virtual character and the third virtual character to interact separately in the game scene;

[0214] The third virtual character is a virtual character controlled by the third head-mounted display device, and the second gaze event is triggered by the fifth gaze operation performed by the third head-mounted display device on the first virtual character.

[0215] In one feasible implementation, the processor 810 also performs:

[0216] During the establishment of the interactive channel, the second identifier parameter of the second gaze identifier and the third identifier parameter of the prompt identifier are adjusted in real time according to the trigger duration of the second gaze event. The second gaze identifier is displayed according to the real-time adjusted second identifier parameter and the prompt identifier is displayed according to the real-time adjusted third identifier parameter, so as to change the display effects of the second gaze identifier and the prompt identifier.

[0217] The second and third identification parameters include one or more of transparency, brightness, color, and fill ratio; the fill ratio is the proportion of the filled area in the gaze identifier; the transparency is negatively correlated with the trigger duration; the brightness and the fill ratio are positively correlated with the trigger duration.

[0218] In one feasible implementation, after establishing the interactive channel, the processor 810 also performs:

[0219] An interactive trigger interface is displayed in the graphical user interface; wherein the interactive trigger interface includes multiple mode selection areas;

[0220] In response to a mode selection operation applied in the interactive trigger interface, the target selection area selected by the mode selection operation is determined;

[0221] Control the first virtual character to interact separately with the second virtual character in the game scene according to the interaction method associated with the target selected area.

[0222] In one feasible implementation, after establishing an interaction channel between the first head-mounted display device and the second head-mounted display device, the processor 810 further performs:

[0223] In response to detecting a first gesture, the system controls the first virtual character to interact separately with the second virtual character in the game scene according to the interaction method associated with the first gesture.

[0224] In one feasible implementation, after establishing an interaction channel between the first head-mounted display device and the second head-mounted display device, the processor 810 further performs:

[0225] An interaction guideline is displayed between the first virtual character and the second virtual character to indicate that the first virtual character is currently interacting with the second virtual character individually.

[0226] In one feasible implementation, the processor 810 also performs:

[0227] In response to a sixth gaze action applied to the first gaze identifier, a termination interaction control is displayed in the graphical user interface;

[0228] In response to the first trigger operation of the termination interaction control, the individual interaction between the first virtual character and the second virtual character ends.

[0229] In one feasible implementation, the processor 810 also performs:

[0230] An interactive invitation control is displayed in the graphical user interface;

[0231] In response to the second trigger operation of the interactive invitation control, multiple interactive channels are established between the third virtual character, the first virtual character, and the second virtual character, so that the first virtual character, the second virtual character, and the third virtual character can interact as a group in the game scene;

[0232] The third virtual character is a virtual character controlled by a third head-mounted display device.

[0233] In one feasible implementation, the processor 810 also performs:

[0234] The interaction permission indicator is displayed in the graphical user interface;

[0235] In response to a fourth gaze event for the interaction permission identifier, multiple interaction channels are established between the third virtual character, the first virtual character, and the second virtual character, so that the first virtual character, the second virtual character, and the third virtual character can perform group interaction in the game scene;

[0236] The third virtual character is a virtual character controlled by a third head-mounted display device, and the fourth gaze event is triggered by a gaze operation performed by the third head-mounted display device in response to the interaction permission identifier.

[0237] In one feasible implementation, the processor 810 also performs:

[0238] In response to the detection of a second gesture, multiple interaction channels are established between the third virtual character, the first virtual character, and the second virtual character, so that the first virtual character, the second virtual character, and the third virtual character can interact as a group in the game scene;

[0239] The third virtual character is a virtual character controlled by a third head-mounted display device.

[0240] Through the above method, the first virtual character can trigger a one-on-one interaction with the second virtual character in the game through gaze control. This simplifies the steps for triggering interaction between virtual characters during gameplay, reducing the response frequency and data processing load of the head-mounted display device. To prevent unilateral interaction from interfering with other players' gameplay, an interaction channel is established between the first and second head-mounted displays only when both players' virtual characters express a willingness to interact. This prevents unilateral triggering of interaction and interruptions to players who do not wish to interact. Furthermore, if the first virtual character does not intend to interact with the second virtual character, it can refuse one-on-one interaction without performing any actions, reducing the actions required for the first virtual character to refuse the second virtual character and further reducing the response frequency and data processing load of the head-mounted display device. In addition, considering that the first virtual character... Without knowing if the second virtual character is being "watched," it's impossible to provide accurate and timely feedback. To prompt the first virtual character (the player), a first-gaze marker can be used to "mark" the second virtual character when the second virtual character triggers a first-gaze event. To help players understand the progress of individual interactions, the display effect of the first-gaze marker can be changed to provide a prompt. To prevent players from temporarily changing their interaction method during individual interactions, thus affecting the interaction process and increasing the response frequency of the headset, an interaction trigger interface is displayed when the first and second virtual characters are allowed to interact individually in the game scene. This allows players to select their interaction method using the interface, enabling them to achieve individual interaction in the most suitable way for the current game progress. This reduces the operations required for players to change their interaction method and lowers the response frequency of the headset.

[0241] This application embodiment also provides a computer-readable storage medium storing a computer program, which is executed by a processor, wherein the processor performs the following steps:

[0242] In response to a first gaze event for the first virtual character, a first gaze identifier is displayed at the associated location of the second virtual character that triggered the first gaze event, for indicating the second virtual character that triggered the first gaze event through the first gaze identifier, wherein the second virtual character is a virtual character controlled by the second head-mounted display device, and the first gaze event is triggered by a first gaze operation performed by the second head-mounted display device for the first virtual character;

[0243] In response to a second gaze operation on the second virtual character, an interaction channel is established between the first head-mounted display device and the second head-mounted display device to enable the first virtual character and the second virtual character to interact individually in the game scene.

[0244] In one feasible implementation, the individual interactive methods include one or more of the following: voice interaction, text interaction, emoticon interaction, team interaction, body interaction, and friend addition interaction.

[0245] In one feasible implementation, when the processor is used to establish an interaction channel between the first head-mounted display device and the second head-mounted display device in response to a second gaze operation for the second virtual character, it is specifically used to:

[0246] In response to a second gaze operation for the second virtual character, when the gaze duration of the second gaze operation reaches a gaze duration threshold, an interaction channel is established between the first head-mounted display device and the second head-mounted display device.

[0247] In one feasible implementation, the processor also performs:

[0248] During the establishment of the interactive channel, the first identifier parameter of the first gaze identifier is adjusted in real time according to the gaze duration of the second gaze operation, and the first gaze identifier is displayed according to the real-time adjusted first identifier parameter to change the display effect of the first gaze identifier.

[0249] The first identification parameter includes one or more of transparency, brightness, color, and fill ratio; the fill ratio is the proportion of the filled area in the first gaze identifier; the transparency is negatively correlated with the gaze duration; the brightness and the fill ratio are positively correlated with the gaze duration.

[0250] In one feasible implementation, the processor also performs:

[0251] During the establishment of the interaction channel, in response to the first virtual character suspending the second gaze operation, the duration of the suspension of the second gaze operation is counted.

[0252] Based on the duration of the pause, the first identifier parameter of the first gaze identifier is adjusted in real time, and the first gaze identifier is displayed according to the adjusted first identifier parameter in real time, so as to change the display effect of the first gaze identifier;

[0253] The first identification parameter includes one or more of transparency, brightness, color, and fill ratio; the fill ratio is the proportion of the filled area in the first gaze identifier; the transparency is positively correlated with the pause duration; the brightness and the fill ratio are negatively correlated with the pause duration.

[0254] In one feasible implementation, the processor also performs:

[0255] In response to the suspension duration exceeding a suspension time threshold, the establishment of an interaction channel between the first head-mounted display device and the second head-mounted display device is terminated, and the first gaze marker is removed from the associated location of the second virtual character.

[0256] In one feasible implementation, the processor also performs:

[0257] During the process of adjusting the first identifier parameter in real time according to the duration of the suspension, in response to the third gaze operation for the second virtual character, the first identifier parameter is reset to the first identifier parameter before the real-time adjustment, and the first gaze identifier is displayed according to the first identifier parameter before the real-time adjustment.

[0258] In one feasible implementation, the processor also performs:

[0259] In response to a fourth gaze operation targeting a third virtual character, a prompt icon is displayed in the graphical user interface to indicate that the fourth gaze operation has taken effect.

[0260] During the fourth gaze operation, in response to the second gaze event for the first virtual character, a second gaze identifier is displayed at the associated location of the third virtual character that triggered the second gaze event, and an interaction channel is established between the first head-mounted display device and the third head-mounted display device to enable the first virtual character and the third virtual character to interact separately in the game scene;

[0261] The third virtual character is a virtual character controlled by the third head-mounted display device, and the second gaze event is triggered by the fifth gaze operation performed by the third head-mounted display device on the first virtual character.

[0262] In one feasible implementation, the processor also performs:

[0263] During the establishment of the interactive channel, the second identifier parameter of the second gaze identifier and the third identifier parameter of the prompt identifier are adjusted in real time according to the trigger duration of the second gaze event. The second gaze identifier is displayed according to the real-time adjusted second identifier parameter and the prompt identifier is displayed according to the real-time adjusted third identifier parameter, so as to change the display effects of the second gaze identifier and the prompt identifier.

[0264] The second and third identification parameters include one or more of transparency, brightness, color, and fill ratio; the fill ratio is the proportion of the filled area in the gaze identifier; the transparency is negatively correlated with the trigger duration; the brightness and the fill ratio are positively correlated with the trigger duration.

[0265] In one feasible implementation, after establishing the interactive channel, the processor also performs:

[0266] An interactive trigger interface is displayed in the graphical user interface; wherein the interactive trigger interface includes multiple mode selection areas;

[0267] In response to a mode selection operation applied in the interactive trigger interface, the target selection area selected by the mode selection operation is determined;

[0268] Control the first virtual character to interact separately with the second virtual character in the game scene according to the interaction method associated with the target selected area.

[0269] In one feasible implementation, after establishing an interaction channel between the first head-mounted display device and the second head-mounted display device, the processor further performs:

[0270] In response to detecting a first gesture, the system controls the first virtual character to interact separately with the second virtual character in the game scene according to the interaction method associated with the first gesture.

[0271] In one feasible implementation, after establishing an interaction channel between the first head-mounted display device and the second head-mounted display device, the processor further performs:

[0272] An interaction guideline is displayed between the first virtual character and the second virtual character to indicate that the first virtual character is currently interacting with the second virtual character individually.

[0273] In one feasible implementation, the processor also performs:

[0274] In response to a sixth gaze action applied to the first gaze identifier, a termination interaction control is displayed in the graphical user interface;

[0275] In response to the first trigger operation of the termination interaction control, the individual interaction between the first virtual character and the second virtual character ends.

[0276] In one feasible implementation, the processor also performs:

[0277] An interactive invitation control is displayed in the graphical user interface;

[0278] In response to the second trigger operation of the interactive invitation control, multiple interactive channels are established between the third virtual character, the first virtual character, and the second virtual character, so that the first virtual character, the second virtual character, and the third virtual character can interact as a group in the game scene;

[0279] The third virtual character is a virtual character controlled by a third head-mounted display device.

[0280] In one feasible implementation, the processor also performs:

[0281] The interaction permission indicator is displayed in the graphical user interface;

[0282] In response to a fourth gaze event for the interaction permission identifier, multiple interaction channels are established between the third virtual character, the first virtual character, and the second virtual character, so that the first virtual character, the second virtual character, and the third virtual character can perform group interaction in the game scene;

[0283] The third virtual character is a virtual character controlled by a third head-mounted display device, and the fourth gaze event is triggered by a gaze operation performed by the third head-mounted display device in response to the interaction permission identifier.

[0284] In one feasible implementation, the processor also performs:

[0285] In response to the detection of a second gesture, multiple interaction channels are established between the third virtual character, the first virtual character, and the second virtual character, so that the first virtual character, the second virtual character, and the third virtual character can interact as a group in the game scene;

[0286] The third virtual character is a virtual character controlled by a third head-mounted display device.

[0287] Through the above method, the first virtual character can trigger a one-on-one interaction with the second virtual character in the game through gaze control. This simplifies the steps for triggering interaction between virtual characters during gameplay, reducing the response frequency and data processing load of the head-mounted display device. To prevent unilateral interaction from interfering with other players' gameplay, an interaction channel is established between the first and second head-mounted displays only when both players' virtual characters express a willingness to interact. This prevents unilateral triggering of interaction and interruptions to players who do not wish to interact. Furthermore, if the first virtual character does not intend to interact with the second virtual character, it can refuse one-on-one interaction without performing any actions, reducing the actions required for the first virtual character to refuse the second virtual character and further reducing the response frequency and data processing load of the head-mounted display device. In addition, considering that the first virtual character... Without knowing if the second virtual character is being "watched," it's impossible to provide accurate and timely feedback. To prompt the first virtual character (the player), a first-gaze marker can be used to "mark" the second virtual character when the second virtual character triggers a first-gaze event. To help players understand the progress of individual interactions, the display effect of the first-gaze marker can be changed to provide a prompt. To prevent players from temporarily changing their interaction method during individual interactions, thus affecting the interaction process and increasing the response frequency of the headset, an interaction trigger interface is displayed when the first and second virtual characters are allowed to interact individually in the game scene. This allows players to select their interaction method using the interface, enabling them to achieve individual interaction in the most suitable way for the current game progress. This reduces the operations required for players to change their interaction method and lowers the response frequency of the headset.

[0288] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0289] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, 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 shown 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.

[0290] 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.

[0291] In addition, the functional units in the various embodiments of 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.

[0292] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, 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.

[0293] 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 scope of protection 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. Such 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, and should all be covered within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. An interaction method, characterized in that, A graphical user interface is provided via a first head-mounted display device; the graphical user interface displays at least a portion of the game scene. The game scene includes at least a first virtual character controlled by the first head-mounted display device; the interaction method includes: In response to a first gaze event for the first virtual character, a first gaze identifier is displayed at the associated location of the second virtual character that triggered the first gaze event, for indicating the second virtual character that triggered the first gaze event through the first gaze identifier, wherein the second virtual character is a virtual character controlled by the second head-mounted display device, and the first gaze event is triggered by a first gaze operation performed by the second head-mounted display device for the first virtual character; In response to a second gaze operation on the second virtual character, an interaction channel is established between the first head-mounted display device and the second head-mounted display device to enable the first virtual character and the second virtual character to interact individually in the game scene; The interaction method also includes: During the establishment of the interactive channel, the first identifier parameter of the first gaze identifier is adjusted in real time according to the gaze duration of the second gaze operation, and the first gaze identifier is displayed according to the real-time adjusted first identifier parameter to change the display effect of the first gaze identifier. The first identification parameter includes one or more of transparency, brightness, color, and fill ratio; the fill ratio is the proportion of the filled area in the first gaze identifier; the transparency is negatively correlated with the gaze duration; the brightness and the fill ratio are positively correlated with the gaze duration.

2. The interaction method of claim 1, wherein, The individual interactive methods include one or more of the following: voice interaction, text interaction, emoticon interaction, team interaction, body interaction, and friend addition interaction.

3. The interaction method of claim 1, wherein, The step of establishing an interaction channel between the first head-mounted display device and the second head-mounted display device in response to a second gaze operation for the second virtual character includes: In response to a second gaze operation for the second virtual character, when the gaze duration of the second gaze operation reaches a gaze duration threshold, an interaction channel is established between the first head-mounted display device and the second head-mounted display device.

4. The interaction method according to any one of claims 1 to 3, characterized in that, The interaction method also includes: During the establishment of the interaction channel, in response to the first virtual character suspending the second gaze operation, the duration of the suspension of the second gaze operation is counted. Based on the duration of the pause, the first identifier parameter of the first gaze identifier is adjusted in real time, and the first gaze identifier is displayed according to the adjusted first identifier parameter in real time, so as to change the display effect of the first gaze identifier; The first identification parameter includes one or more of transparency, brightness, color, and fill ratio; the fill ratio is the proportion of the filled area in the first gaze identifier; the transparency is positively correlated with the pause duration; the brightness and the fill ratio are negatively correlated with the pause duration.

5. The interaction method of claim 4, wherein, The interaction method also includes: In response to the suspension duration exceeding a suspension time threshold, the establishment of an interaction channel between the first head-mounted display device and the second head-mounted display device is terminated, and the first gaze marker is removed from the associated location of the second virtual character.

6. The interaction method according to claim 4, characterized in that, The interaction method also includes: During the process of adjusting the first identifier parameter in real time according to the duration of the suspension, in response to the third gaze operation for the second virtual character, the first identifier parameter is reset to the first identifier parameter before the real-time adjustment, and the first gaze identifier is displayed according to the first identifier parameter before the real-time adjustment.

7. The interaction method according to claim 1, characterized in that, The interaction method also includes: In response to a fourth gaze operation targeting a third virtual character, a prompt icon is displayed in the graphical user interface to indicate that the fourth gaze operation has taken effect. During the fourth gaze operation, in response to the second gaze event for the first virtual character, a second gaze identifier is displayed at the associated location of the third virtual character that triggered the second gaze event, and an interaction channel is established between the first head-mounted display device and the third head-mounted display device to enable the first virtual character and the third virtual character to interact separately in the game scene. The third virtual character is a virtual character controlled by the third head-mounted display device, and the second gaze event is triggered by the fifth gaze operation performed by the third head-mounted display device on the first virtual character.

8. The interaction method according to claim 7, characterized in that, The interaction method also includes: During the establishment of the interactive channel, the second identifier parameter of the second gaze identifier and the third identifier parameter of the prompt identifier are adjusted in real time according to the trigger duration of the second gaze event. The second gaze identifier is displayed according to the real-time adjusted second identifier parameter and the prompt identifier is displayed according to the real-time adjusted third identifier parameter, so as to change the display effects of the second gaze identifier and the prompt identifier. The second and third identification parameters include one or more of transparency, brightness, color, and fill ratio; the fill ratio is the proportion of the filled area in the gaze identifier; the transparency is negatively correlated with the trigger duration; the brightness and the fill ratio are positively correlated with the trigger duration.

9. The interaction method according to claim 1, characterized in that, After establishing the interactive channel, the interactive method further includes: An interactive trigger interface is displayed in the graphical user interface; wherein the interactive trigger interface includes multiple mode selection areas; In response to a mode selection operation applied in the interactive trigger interface, the target selection area selected by the mode selection operation is determined; Control the first virtual character to interact separately with the second virtual character in the game scene according to the interaction method associated with the target selected area.

10. The interaction method according to claim 1, characterized in that, After establishing an interaction channel between the first head-mounted display device and the second head-mounted display device, the interaction method further includes: In response to detecting a first gesture, the system controls the first virtual character to interact separately with the second virtual character in the game scene according to the interaction method associated with the first gesture.

11. The interaction method according to claim 1, characterized in that, After establishing an interaction channel between the first head-mounted display device and the second head-mounted display device, the interaction method further includes: An interaction guideline is displayed between the first virtual character and the second virtual character to indicate that the first virtual character is currently interacting with the second virtual character individually.

12. The interaction method according to claim 1, characterized in that, The interaction method also includes: In response to a sixth gaze action applied to the first gaze identifier, a termination interaction control is displayed in the graphical user interface; In response to a first trigger operation on the termination interaction control, the individual interaction between the first virtual character and the second virtual character ends.

13. The interaction method according to claim 1, characterized in that, The interaction method also includes: An interactive invitation control is displayed in the graphical user interface; In response to a second trigger operation on the interactive invitation control, multiple interactive channels are established between the third virtual character, the first virtual character, and the second virtual character, so that the first virtual character, the second virtual character, and the third virtual character can interact as a group in the game scene; The third virtual character is a virtual character controlled by a third head-mounted display device.

14. The interaction method according to claim 1, characterized in that, The interaction method also includes: The interaction permission indicator is displayed in the graphical user interface; In response to a fourth gaze event for the interaction permission identifier, multiple interaction channels are established between the third virtual character, the first virtual character, and the second virtual character, so that the first virtual character, the second virtual character, and the third virtual character can perform group interaction in the game scene; The third virtual character is a virtual character controlled by a third head-mounted display device, and the fourth gaze event is triggered by a gaze operation performed by the third head-mounted display device in response to the interaction permission identifier.

15. The interaction method according to claim 1, characterized in that, The interaction method also includes: In response to the detection of a second gesture, multiple interaction channels are established between the third virtual character, the first virtual character, and the second virtual character, so that the first virtual character, the second virtual character, and the third virtual character can interact as a group in the game scene; The third virtual character is a virtual character controlled by a third head-mounted display device.

16. An interactive device, characterized in that, A graphical user interface is provided via a first head-mounted display device; the graphical user interface displays at least a portion of the game scene. The game scene includes at least a first virtual character controlled by the first head-mounted display device; The interactive device includes: The identifier display module is used to respond to a first gaze event for the first virtual character and display a first gaze identifier at an associated location of the second virtual character that triggered the first gaze event. The first gaze identifier is used to indicate the second virtual character that triggered the first gaze event. The second virtual character is a virtual character controlled by the second head-mounted display device, and the first gaze event is triggered by a first gaze operation performed by the second head-mounted display device for the first virtual character. The first interaction trigger module is used to establish an interaction channel between the first head-mounted display device and the second head-mounted display device in response to a second gaze operation for the second virtual character, so that the first virtual character and the second virtual character can interact separately in the game scene; The interactive device further includes a first identifier adjustment module, the first identifier adjustment module being used for: During the establishment of the interactive channel, the first identifier parameter of the first gaze identifier is adjusted in real time according to the gaze duration of the second gaze operation, and the first gaze identifier is displayed according to the real-time adjusted first identifier parameter to change the display effect of the first gaze identifier. The first identification parameter includes one or more of transparency, brightness, color, and fill ratio; the fill ratio is the proportion of the filled area in the first gaze identifier; the transparency is negatively correlated with the gaze duration; the brightness and the fill ratio are positively correlated with the gaze duration.

17. An electronic device, characterized in that, include: The device includes a processor, a memory, and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the memory via the bus, and the machine-readable instructions are executed by the processor to perform the steps of the interaction method as described in any one of claims 1 to 15.

18. 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 the interactive method as described in any one of claims 1 to 15.

Citation Information

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