A method for controlling intelligent VR interactive display of a central control server
Through the intelligent VR interactive display control method of the central control server, users' behavior and status data are captured and VR scenes are dynamically adjusted, which solves the problem that traditional VR devices are difficult to achieve emotional interaction and personalized content, and realizes the immersive and responsive experience of users.
Patent Information
- Application Number
- CN202411803378.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-10
- Publication Date
- 2025-04-04
- Estimated Expiration
- 2044-12-10
AI Technical Summary
Traditional VR devices lack monitoring of physiological signals such as user's heart rate and body temperature, and it is difficult to capture subtle gestures, facial expressions or whole-body movements, making it difficult to achieve emotional interactive experiences, and the content lacks personalization and freshness, making it difficult for users to maintain interest for a long time.
Through the intelligent VR interactive display control method of the central control server, user behavior and status data are captured, including motion control, voice interaction, eye tracking, body temperature and heart rate monitoring, combined with the server load situation, VR scenes are dynamically adjusted to achieve a personalized interactive experience.
It realizes the immersive and responsive experience of users in the virtual environment, meets users' personalized needs, ensures smooth experience, and improves users' desire to explore in VR scenarios.
Smart Images

Figure CN119271052B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of VR technology, and in particular to an intelligent VR interactive display control method of a central control server. Background Art
[0002] With the advancement of display technology, such as higher-resolution screens, wider field of view (FOV), and higher refresh rates, the VR experience of the future will be more realistic and comfortable. Force feedback devices, tactile gloves and other equipment will provide a more realistic tactile experience, allowing users to feel the texture of virtual objects. 3D sound effects and spatial audio technology will be further developed to provide users with a more immersive sound experience. More accurate gesture recognition technology will reduce dependence on handheld controllers, allowing users to interact with the virtual environment through natural hand movements. In addition to being used for gaze point rendering to improve performance, eye tracking will also be used in more application scenarios such as interface navigation and sentiment analysis. Improvements in speech recognition and natural language processing technology will allow users to easily control the virtual environment through voice commands.
[0003] However, traditional VR devices are usually only equipped with basic position tracking, handle controllers, etc., lack the monitoring of physiological signals such as heart rate and body temperature, rely on simple handles or buttons, and have difficulty capturing more subtle gestures, facial expressions or whole-body movements. They lack sufficient sensors to capture the user's facial expressions or emotional information in voice, making it difficult to achieve an emotional interactive experience. Moreover, most VR experiences provide pre-set content, which is difficult to personalize according to the user's interests, behavioral habits or physical condition. The content is monotonous and lacks freshness, making it difficult for users to maintain interest for a long time.
[0004] In view of the above technical defects, a solution is now proposed. Summary of the invention
[0005] The purpose of the present invention is to provide an intelligent VR interactive display control method for a central control server to solve the above-mentioned technical defects. The present invention captures user behavior and obtains user input data. The user interacts with the VR scene through action control, so that the user can obtain a more immersive and responsive experience in the virtual environment. By obtaining the user status and the current load of the server and judging the different ranges of the comprehensive score S, the corresponding scene adjustment strategy is set for each range to realize the switching of VR scenes. While meeting the user's personalized scene requirements, the user's smooth experience is guaranteed and the user's desire to explore in the VR scene is enhanced.
[0006] The purpose of the present invention can be achieved by the following technical solution: A method for controlling an intelligent VR interactive display of a central control server, comprising the following steps:
[0007] Step 1: Obtain user data through sensors and peripherals embedded in the VR headset. The user data includes: collected data and input data, and the user data is transferred to step 2;
[0008] Step 2: By obtaining user login information and combining it with the operation status of the central control server, online users are classified, and online users of the same classification are classified into corresponding virtual environment themes, and content management data is established, and the content management data is transmitted to step 3;
[0009] Step 3: Analyze the received user data through the central control server, and drive the scene interaction in the virtual environment through input data; perceive the user status through data collection, dynamically adjust the content in the virtual environment, and continuously output the interaction data.
[0010] Preferably, the process of obtaining input data is as follows:
[0011] The inertial measurement unit detects the deflection and translation movement of the head, and the handle controller tracks the movement of the hand, detects the linear acceleration of the handle in three-dimensional space, and measures the rotation rate of the handle around its axis.
[0012] Preferably, the process of obtaining user login information and calculating the matching score between the scenario and the specific user is as follows:
[0013] The user logs in with an ID and enters the user's age, gender, and technical level, where A represents the user's age, G represents the user's gender, and O represents the technical level; the number of user visits is obtained, and the computing power resources of the central control system are obtained. For each scenario i, the matching score is calculated based on the user's characteristics. , the formula is:
[0014]
[0015] in: The weight coefficients set for age, gender and technical level of users are 0.3, 0.2 and 0.5 respectively; and represents the absolute value function; is the center point of the age range suitable for scenario i; is the gender preference of scenario i; The skill level required for scenario i.
[0016] Preferably, the process of classifying online users is as follows:
[0017] The matching scores of all scenes Sort from small to large, matching score The smaller the value, the higher the match degree. Select the match degree score. The minimum scenario is recommended to users.
[0018] Preferably, the voice interaction process in the scene within the virtual environment is as follows:
[0019] The built-in microphone of the VR headset is used to collect the user's voice commands. The speech recognition engine converts the speech into text, and uses the NLP engine to parse the text and extract the user's intention. Based on the parsed intention, the VR scene manager is called, and the corresponding VR scene is switched to load new scene resources.
[0020] Preferably, the action interaction process in the scene within the virtual environment is as follows:
[0021] The handle controller is parsed through the preset action library to obtain input data, calculate the user's posture information through the input data, and generate corresponding commands based on the parsed user data; through the action data, interact with the virtual environment.
[0022] Preferably, the collection data standardization process is as follows:
[0023] By testing each VR scene in advance, we can obtain the performance range of the central control server occupied by each scene, as well as the user experience feedback on each VR theme scene. At the same time, we can obtain sufficient user collection data as learning data, combined with the average dwell time of the focus point: , blink frequency: ,body temperature: , heart rate: ;
[0024] By quantifying the acquired data, we generate personalized scene content and normalize the acquired data to the same scale using the minimum-maximum normalization method. The formula is:
[0025]
[0026] Where X is the original value, and are the minimum and maximum values in the ideal value range, is a normalized value ranging from 0 to 1.
[0027] Preferably, the process of calculating the interest score in the comprehensive score of the collected data is as follows:
[0028] Based on the average user stay time Calculate the interest score I. The longer the stay time, the greater the interest. The formula is:
[0029]
[0030] is the average time a user spends on a specific area or object. and are the minimum and maximum time that all users in the test spend in the specific area.
[0031] Preferably, the process of obtaining the comprehensive score of collected data is as follows:
[0032] The VR scene is adjusted by defining the comprehensive score S, and the comprehensive score S is calculated by weighted sum. The formula is:
[0033]
[0034] in: and They are emotional state, blinking frequency, body temperature and heart rate, and the weight coefficients are set as 0.3, 0.2, 0.2, 0.2 and 0.1 respectively.
[0035] Preferably, the process of judging different ranges of the comprehensive score of the collected data is as follows:
[0036] After obtaining the comprehensive score S, dynamically adjust the content of the VR scene according to the value of the comprehensive score S. By testing each VR scene in advance, obtain the comprehensive score S range and adjustment strategy, and judge the different ranges of the comprehensive score S:
[0037] When the comprehensive score When the user is very relaxed and interested, improve the level of detail of the scene, provide more interactive elements, use richer background music and sound effects to create a pleasant atmosphere, appropriately increase the difficulty of the game or task to maintain the user's interest, unlock new areas or features, and provide more exploration opportunities;
[0038] When the comprehensive score When the user is in a moderate state, in a peaceful state of mind, maintain the current scene settings, do not make major adjustments, keep the existing interactive elements, but do not add too much new content, ensure that the scene changes smoothly, and avoid sudden changes that cause discomfort;
[0039] When the comprehensive score When users feel nervous or uncomfortable, simplify the scene, remove some complex visual elements, reduce the volume of background music and sound effects, create a quieter environment, use soft lighting and warm colors to reduce users' nervousness, and reduce tasks or interactive elements that require high concentration;
[0040] When the comprehensive score When the user is very nervous or extremely uncomfortable, simplify the scene to its most basic state, remove all elements that may cause discomfort, turn off all background music and sound effects, create a relatively quiet environment, use very soft colors and light, create a tranquil atmosphere, and provide simple guiding content.
[0041] The beneficial effects of the present invention are as follows:
[0042] (1) The present invention captures user behavior and obtains user input data. Users interact with VR scenes through motion control, so that users can obtain a more immersive and responsive experience in the virtual environment. By obtaining user status and current server load, VR scene switching is achieved, which not only meets the user's personalized scene requirements, but also ensures a smooth user experience and increases the user's desire to explore the VR scene.
[0043] (2) The present invention uses an eye tracking device built into the head-mounted display to capture the user's eye movement, including the average dwell time of the focus point and blinking frequency information, and uses a built-in infrared temperature sensor and heart rate sensor to obtain the user's body temperature and heart rate during use. After obtaining the comprehensive score S, the content of the VR scene can be dynamically adjusted according to the value of S to provide a more personalized experience. At the same time, the central control server can obtain the number of people entering the venue, the current number of connections to the central control server, and the number of people in line in real time. When the peak performance of the central control server is close to overload, the scene with less computing resources is given priority as the main recommended user. BRIEF DESCRIPTION OF THE DRAWINGS
[0044] The present invention will be further described below in conjunction with the accompanying drawings;
[0045] Figure 1 It is a reference diagram of the method of the present invention. DETAILED DESCRIPTION
[0046] The following will be combined with the drawings in the embodiments of the present invention to clearly and completely describe the technical solutions in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.
[0047] See also Figure 1 As shown, this embodiment provides an intelligent VR interactive display control method of a central control server, comprising the following steps:
[0048] Step 1: Obtain user data through sensors and peripherals embedded in the VR headset. The user data includes: collected data and input data, and the user data is transferred to step 2;
[0049] By capturing user behavior and obtaining user input data, users can interact with VR scenes through motion control, allowing users to gain a more immersive and responsive experience in the virtual environment. By obtaining user status and current server load, VR scene switching is achieved, which not only meets the user's personalized scene needs, but also ensures a smooth user experience and increases the user's desire to explore the VR scene.
[0050] The process of obtaining input data is as follows:
[0051] The head-mounted display has built-in inertial measurement units and position tracking sensors. The inertial measurement unit is used to detect the deflection and translation movement of the head, and the position tracking sensor determines the precise position of the HMD in space.
[0052] The buttons and touchpad on the handle controller allow users to interact with the virtual environment through natural hand movements, pressing buttons or sliding the touchpad to control the virtual environment; the handle has a built-in inertial measurement unit similar to that in HMD, which is used to track hand movements, detect the linear acceleration of the handle in three-dimensional space, determine the position change of the handle, and measure the rotation rate of the handle around three axes (pitch, roll, yaw) to track the direction change of the handle;
[0053] Buttons: Includes multiple physical buttons such as A, B, X, Y (which have different functions in different settings), as well as menu buttons and home buttons, which are used to perform specific actions or select menu items;
[0054] Trackpad: Similar to the trackpad on a laptop, it is used for sliding, clicking or multi-touch operations, providing more flexible input methods than traditional buttons, suitable for operations such as navigating menus or fine control;
[0055] Linear acceleration: describes the change in velocity over time on a straight path, usually used as a test of force and speed in virtual scenes;
[0056] Rotation rate: describes how fast the controller rotates around an axis (X, Y or Z); pitch: rotation around the X axis, similar to nodding; roll: rotation around the Y axis, similar to flipping; yaw: rotation around the Z axis, similar to shaking your head;
[0057] The process of acquiring collected data is as follows:
[0058] The built-in eye tracking device in the head-mounted display captures the user's eye movements, including the average dwell time of the focus point and blink frequency information. The built-in infrared temperature sensor and heart rate sensor are used to obtain the user's body temperature and heart rate during use. At the same time, the central control server is used to obtain the number of people entering the venue, the number of current central control server connections, and the number of people in line in real time.
[0059] Average dwell time of focus point: records the time users spend looking at different areas or objects;
[0060] Blink frequency information: records the number of times a user blinks within a period of time;
[0061] Body temperature: Measure the user's body temperature through infrared temperature sensor;
[0062] Heart rate: measure the user's heart rate through the heart rate sensor;
[0063] Step 2: By obtaining user login information and combining it with the operation status of the central control server, online users are classified, and online users of the same classification are classified into corresponding virtual environment themes, and content management data is established, and the content management data is transmitted to step 3;
[0064] By obtaining the current operating status of the central control server, including the number of VR device connections, the number of people entering the venue and the number of people queuing, combined with the peak performance of the central control server, users are divided into different VR theme scenes;
[0065] When the user enters the initial interface of VR, an input item and three initial options appear on the initial interface. The input item is user ID input; the three options are: user age, user gender and technical level; and through the input of user ID, the number of user visits and computing resources in the central control system database are automatically obtained. The options on the initial interface are used as the selection of VR scenes, and the user age level, gender and technical level, as well as the number of user visits and computing resources are quantified and used for the selection of VR scenes:
[0066] A: User age, which is the age group number (8-12 years old is set to 1, 13-18 years old is set to 2, 19-28 years old is set to 3, 29-35 years old is set to 4, 36-45 years old is set to 5, 46-60 years old is set to 6, and 62 years and above is set to 7);
[0067] G: User gender (0 for male, 1 for female)
[0068] O: Skill level (1 for beginner, 2 for elementary level, 3 for intermediate level, 4 for advanced level, 5 for expert)
[0069] Define attribute values related to the above user characteristics for each VR scene, and set them according to the actual scene content and target audience:
[0070] : The center point or average value of the age range suitable for scenario i;
[0071] : The preference of scenario i for gender (if there is no obvious preference, it is set to a neutral value, such as 0.5);
[0072] : The technical level required for scenario i;
[0073] For each scenario i, a matching score is calculated based on the user's characteristics. , reflects the degree of fit between the scenario and a specific user, and the formula is:
[0074]
[0075] in: are weight coefficients set for age, user gender, and technical level, which are 0.3, 0.2, and 0.5 respectively, used to adjust the importance of each factor, and are all non-negative real numbers; and represents the absolute value function, ensuring that the difference is always positive; The square was used to reduce the effect when there was no strong preference for gender;
[0076] At the same time, when gender preference exists, the influence is increased, and the weight coefficient It needs to be adjusted based on the number of user visits and computing resources, and can be optimized through data analysis or user experience feedback;
[0077] According to all scenarios The values are sorted from small to large. The smaller the match, the higher the match. Then select The scenario with the smallest value is recommended as the best option to users. When the peak performance of the central control server is close to overload, that is, 80% of the peak performance, the scenario with smaller computing resources is given priority as the main recommendation for users;
[0078] Step 3: The central control server parses the received user data and drives scene interaction in the virtual environment by inputting data; it senses the user status by collecting data, dynamically adjusts the content in the virtual environment, and continuously outputs the interaction data;
[0079] The built-in microphone of the VR headset is used to collect the user's voice commands. The speech recognition engine converts the voice into text, and uses the NLP engine to parse the text and extract the user's intention. Based on the parsed intention, the VR scene manager is called and switched to the corresponding VR scene. New scene resources are loaded through the scene manager.
[0080] Parse the user's motion data through the preset motion library, obtain the motion type (such as waving, nodding, etc.) input by the handle controller in the user's collected data, calculate the user's posture information through the input data, determine the user's position and posture in the physical space through SLAM technology or other sensors, and generate corresponding commands based on the parsed user data; control objects in the virtual environment through motion data, such as picking up items, moving objects, etc.;
[0081] Analysis of collected data:
[0082] Average dwell time of focus: The length of time a user spends looking at a specific area or object. Longer dwell time usually indicates that the user has a higher interest in the content and spends more time to carefully look at the things they are interested in. On the contrary, short dwell time may mean that the user has a lower interest in the content or that the content does not provide enough information or appeal.
[0083] Blinking frequency: The number of times a user blinks in a certain period of time. Normal blinking helps keep the eyes moist, but excessive blinking may indicate tension, fatigue, or discomfort. In a VR environment, if a user blinks frequently in front of a certain content, it may be because they feel uncomfortable or not interested in the content. On the other hand, fewer blinks may indicate that the user is highly focused and very interested in the current content.
[0084] Body temperature: When users feel excited, nervous, or highly engaged, their body temperature may rise slightly. Emotional excitement can increase the body's metabolic rate, which in turn causes the body temperature to rise. When users feel relaxed or uninterested, their body temperature may remain stable or drop slightly.
[0085] Heart rate: The number of times the heart beats per minute. When a user is excited, nervous, or highly concerned about a piece of content, the heart rate usually speeds up and the user has a high emotional investment in the content. When a user is relaxed, bored, or uninterested, the heart rate may remain at a low level or decrease.
[0086] By testing each VR scene in advance, we can obtain the performance range of the central control server occupied by each scene, as well as the user experience feedback on each VR theme scene. At the same time, we can obtain sufficient user collection data as learning data and combine them separately;
[0087] By referring to medical literature, health guidelines and standards issued by professional organizations, we obtain the ideal numerical range of various physiological data of the human body, and express the collected data of the user in letters:
[0088] Average dwell time of the focus point: (Second)
[0089] Blinking frequency: (times / minute)
[0090] body temperature: (Celsius)
[0091] Heart rate: (times / minute);
[0092] By quantifying the acquired data, the VR scene content is adjusted accordingly to generate personalized scene content, and the acquired data is standardized to the same scale, such as between 0 and 1, using the minimum-maximum normalization method:
[0093]
[0094] Where X is the raw value (i.e., average dwell time of the focus point, blink frequency, body temperature, and heart rate), and are the minimum and maximum values in the ideal value range, is the normalized value, ranging from 0 to 1;
[0095] For example, if a user has a heart rate, the minimum heart rate is 60 times / minute and the maximum heart rate is 120 times / minute. If a user's current heart rate is 90 times / minute, then The normalized heart rate is:
[0096]
[0097] A normalized value between 0 and 1 was obtained;
[0098] And calculate the interest score:
[0099] Based on the average user stay time Calculate the interest score I. The longer the stay time, the greater the interest:
[0100]
[0101] is the average time a user spends on a specific area or object. and are the minimum and maximum time that all users stay in the area or object, respectively;
[0102] Overall Rating
[0103] Combining all the above factors, we define a comprehensive score S to decide how to adjust the VR scene. The score is calculated in the form of weighted sum. The formula is:
[0104]
[0105] in:
[0106] They are emotional state, blinking frequency, body temperature and heart rate, and the weight coefficients are set as 0.3, 0.2, 0.2, 0.2 and 0.1 respectively; This is the reverse processing of the corresponding indicators; lower blinking frequency, body temperature and heart rate correspond to better user experience;
[0107] After obtaining the comprehensive score S, the content of the VR scene can be dynamically adjusted according to the value of S to provide a more personalized experience. By testing each VR scene in advance, a large amount of test data can be obtained to determine the range of the comprehensive score S and the adjustment strategy. The different ranges of the comprehensive score S can be judged and the corresponding scene adjustment strategy can be set for each range:
[0108] When the comprehensive score When the user is very relaxed and interested, improve the level of detail of the scene, provide more interactive elements, use richer background music and sound effects to create a pleasant atmosphere, appropriately increase the difficulty of the game or task to maintain the user's interest, unlock new areas or features, and provide more exploration opportunities;
[0109] When the comprehensive score When the user is in a moderate state, in a peaceful state of mind, maintain the current scene settings, do not make major adjustments, keep the existing interactive elements, but do not add too much new content, ensure that the scene changes smoothly, and avoid sudden changes that cause discomfort;
[0110] When the comprehensive score When users feel nervous or uncomfortable, simplify the scene, remove some complex visual elements, reduce the volume of background music and sound effects, create a quieter environment, use soft lighting and warm colors to reduce users' nervousness, and reduce tasks or interactive elements that require high concentration;
[0111] When the comprehensive score When the user is very nervous or extremely uncomfortable, simplify the scene to its most basic state, remove all elements that may cause discomfort, turn off all background music and sound effects, create a relatively quiet environment, use very soft colors and light, create a peaceful atmosphere, and provide simple guiding content;
[0112] Use programming languages and VR development tools to dynamically adjust scene content. The operation code is as follows:
[0113] ```csharp
[0114] public class SceneAdjuster : MonoBehaviour
[0115] {
[0116] public float S; / / Comprehensive score
[0117] public GameObject[] detailedObjects; / / Detailed object array
[0118] public AudioSource backgroundMusic; / / Background music
[0119] public Light mainLight; / / Main light source
[0120] void Update()
[0121] {
[0122] AdjustScene(S);
[0123] }
[0124] void AdjustScene(float S)
[0125] {
[0126] if (S <= 0.3)
[0127] {
[0128] / / Very relaxed and interested
[0129] foreach (GameObject obj in detailedObjects)
[0130] {
[0131] obj.SetActive(true);
[0132] }
[0133] backgroundMusic.volume = 1.0f;
[0134] mainLight.intensity = 1.0f;
[0135] }
[0136] else if (S <= 0.6)
[0137] {
[0138] / / Moderate state
[0139] foreach (GameObject obj in detailedObjects)
[0140] {
[0141] obj.SetActive(false);
[0142] }
[0143] backgroundMusic.volume = 0.8f;
[0144] mainLight.intensity = 0.8f;
[0145] }
[0146] else if (S <= 0.9)
[0147] {
[0148] / / Somewhat nervous or uncomfortable
[0149] foreach (GameObject obj in detailedObjects)
[0150] {
[0151] obj.SetActive(false);
[0152] }
[0153] backgroundMusic.volume = 0.5f;
[0154] mainLight.intensity = 0.5f;
[0155] }
[0156] else
[0157] {
[0158] / / Extremely nervous or uncomfortable
[0159] foreach (GameObject obj in detailedObjects)
[0160] {
[0161] obj.SetActive(false);
[0162] }
[0163] backgroundMusic.volume = 0.0f;
[0164] mainLight.intensity = 0.3f;
[0165] }
[0166] }
[0167] }
[0168] ```
[0169] Build a database containing different user states and corresponding scene settings, and dynamically adjust the content and settings of the VR environment according to the comprehensive score S, when the user is very relaxed and interested: Detail level: Improve the visual details in the scene, such as finer textures, more dynamic elements (such as fluttering leaves, flowing water);
[0170] Interactive elements: Add more interactive points, such as touchable objects and operable mechanisms, to enhance user participation;
[0171] Background music and sound effects: Use richer background music and sound effects to create a pleasant and immersive atmosphere. You can choose relaxing and cheerful melodies and add natural ambient sounds (such as birdsong and water flow).
[0172] Game or task difficulty: Increase the difficulty of the game or task appropriately to maintain user interest and challenge; for example, introduce more complex puzzles or more difficult levels;
[0173] New areas or features unlocked: gradually unlock new areas or features, providing more opportunities for exploration; for example, discovering hidden rooms, gaining new tools or abilities;
[0174] When the user is in a moderate state:
[0175] Scene settings: Maintain the current scene settings without making major adjustments; ensure that the scene changes smoothly to avoid discomfort caused by sudden changes;
[0176] Interactive elements: Keep existing interactive elements but don’t add too much new content; for example, keep existing puzzles and quests but don’t introduce new complexities;
[0177] Background music and sound effects: Maintain existing background music and sound effects to ensure consistency and comfort of the sound environment;
[0178] Make changes smooth: Make sure any necessary adjustments are gradual and avoid abrupt changes; for example, if you need to adjust the lighting, you can gradually transition to the new lighting effect.
[0179] When the user is nervous or uncomfortable:
[0180] Simplify the scene: remove some complex visual elements to reduce visual stimulation; for example, remove flashing lights, fast-moving objects, etc.
[0181] Background music and sound effects: Reduce the volume of background music and sound effects to create a quieter environment; choose soft background music or even turn it off completely;
[0182] Light and color: Use soft lighting and warm colors to reduce user tension; for example, use warm lighting and soft shadows;
[0183] Tasks or interactive elements: Reduce the number of tasks or interactive elements that require high concentration; for example, reduce the complexity of puzzles and introduce simple guiding content to help users relax;
[0184] When the user is nervous or extremely uncomfortable:
[0185] Simplify to the basics: Simplify the scene to its most basic state, removing all elements that may cause discomfort; for example, remove all dynamic objects and only keep the basic static environment;
[0186] Turn off background music and sound effects: Turn off all background music and sound effects to create a relatively quiet environment;
[0187] Light and colors: Use very soft colors and light to create a peaceful atmosphere; for example, use soft warm lights and avoid strong contrasts;
[0188] Simple guiding content: Provide simple guiding content to help users relax; for example, display simple breathing exercise animations, or play gentle natural sounds (such as ocean waves or rain);
[0189] By organizing the personalized database, elements of the same type of scenes are organized into corresponding folders, the element content of the current scene is adjusted according to the user status, and visual, auditory or tactile feedback is provided to enhance the user experience and provide users with a more personalized and comfortable user experience.
[0190] The above embodiments may be implemented in whole or in part by software, hardware, firmware or any other combination thereof. When implemented using software, the above embodiments may be implemented in whole or in part in the form of a computer program product. A person of ordinary skill in the art may appreciate that the units and algorithm steps of each example described in conjunction with the embodiments disclosed herein may be implemented in electronic hardware, or in a combination of computer software and electronic hardware. Whether these functions are performed in hardware or software depends on the specific application and design constraints of the technical solution.
[0191] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, and may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0192] The above description is only a specific implementation manner of the present application, but the protection scope of the present application is not limited thereto. Any technician familiar with the technical field can easily think of changes or substitutions within the technical scope disclosed in the present application, which should be included in the protection scope of the present application.
Claims
1. An intelligent VR interactive display control method of a central control server, characterized in that: The steps of the method include: Step 1: Obtain user data through sensors and peripherals embedded in the VR headset. The user data includes: collected data and input data, and the user data is transferred to step 2; Step 2: By obtaining user login information and combining it with the operation status of the central control server, online users are classified, and online users of the same classification are classified into corresponding virtual environment themes, and content management data is established, and the content management data is transmitted to step 3; Step 3: The central control server parses the received user data and drives scene interaction in the virtual environment by inputting data; it senses the user status by collecting data, dynamically adjusts the content in the virtual environment, and continuously outputs the interaction data; The process of obtaining user login information and calculating the matching score between the scene and a specific user is as follows: The user logs in with an ID and enters the user's age, gender, and technical level, where A represents the user's age, G represents the user's gender, and O represents the technical level; the number of user visits is obtained, and the computing power resources of the central control system are obtained. For each scenario i, the matching score is calculated based on the user's characteristics. , the formula is: in: These are weight coefficients representing age, gender and technical level of users; and represents the absolute value function; is the center point of the age range suitable for scenario i; is the gender preference of scenario i; The skill level required for scenario i; The process of classifying online users is as follows: The matching scores of all scenes Sort from small to large, matching score The smaller the value, the higher the match degree. Select the match degree score. The minimum scenario is recommended to users.
2. According to the intelligent VR interactive display control method of the central control server of claim 1, it is characterized in that: The process of obtaining input data is as follows: The inertial measurement unit detects the deflection and translation movement of the head, and the handle controller tracks the movement of the hand, detects the linear acceleration of the handle in three-dimensional space, and measures the rotation rate of the handle around its axis.
3. The intelligent VR interactive display control method of a central control server according to claim 1, characterized in that: The voice interaction process in the virtual environment scene is as follows: The built-in microphone of the VR headset is used to collect the user's voice commands. The speech recognition engine converts the speech into text, and uses the NLP engine to parse the text and extract the user's intention. Based on the parsed intention, the VR scene manager is called, and the corresponding VR scene is switched to load new scene resources.
4. The intelligent VR interactive display control method of the central control server according to claim 3 is characterized in that: The action interaction process in the scene within the virtual environment is as follows: The handle controller is parsed through the preset action library to obtain input data, calculate the user's posture information through the input data, and generate corresponding commands based on the parsed user data; through the action data, interact with the virtual environment.
5. The intelligent VR interactive display control method of the central control server according to claim 4 is characterized in that: The process of collecting data standardization is as follows: Through the pre-testing of each VR scene and the user's experience feedback on each VR theme scene, sufficient user collection data is obtained as learning data, and combined with the average dwell time of the focus point: , blink frequency: ,body temperature: , heart rate: ; By quantifying the acquired data, we generate personalized scene content and normalize the acquired data to the same scale using the minimum-maximum normalization method. The formula is: Where X is the original value, and are the minimum and maximum values in the ideal range, respectively. is a normalized value ranging from 0 to 1.
6. The intelligent VR interactive display control method of the central control server according to claim 5 is characterized in that: The process of calculating the interest score in the comprehensive score of collected data is as follows: Based on the average user stay time Calculate the interest score I, the formula is: is the average time a user spends on a specific area or object. and are the minimum and maximum time that all users in the test spend in this specific area.
7. The intelligent VR interactive display control method of the central control server according to claim 6 is characterized in that: The process of obtaining the comprehensive score of collected data is as follows: The VR scene is adjusted by defining the comprehensive score S, and the comprehensive score S is calculated by weighted sum. The formula is: in: and They are emotional state, blinking frequency, body temperature and heart rate, and the weight coefficients are set respectively; It is the value of blinking frequency, body temperature and heart rate after reverse processing of the corresponding indicators.
8. The intelligent VR interactive display control method of the central control server according to claim 7 is characterized in that: The process of judging different ranges of the comprehensive score of the collected data is as follows: After obtaining the comprehensive score S, dynamically adjust the content of the VR scene according to the value of the comprehensive score S. By testing each VR scene in advance, obtain the comprehensive score S range and adjustment strategy, and judge the different ranges of the comprehensive score S: When the comprehensive score When the user is interested, the VR scene is dynamically generated; When the comprehensive score When the user is in a moderate state, the current scene settings and existing interactive elements are maintained; When the comprehensive score When the user gets nervous, the dynamic generation of the VR scene stops; When the comprehensive score When the user feels uncomfortable, turn on the smooth transition effect and turn off all background music and sound effects.
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