Game task execution method and device, storage medium and electronic equipment

By using status detection devices in VR games to obtain user emotional state data and dynamically adjust game tasks and difficulty, the problem of untimely task adjustment in existing VR games is solved, and the game efficiency and simplicity of operation are improved.

CN119280806AInactive Publication Date: 2025-01-10GUANGZHOU SANQI DREAM NETWORK TECH CO LTD
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Patent Information

Application Number
CN202411492079.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-23
Publication Date
2025-01-10
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing VR games cannot dynamically adjust task content based on users' emotional state, resulting in users needing to perform cumbersome operations when achieving game goals, which are inefficient and complex.

Method used

The user's initial and real-time status data are obtained through the status detection device, and game tasks are adjusted according to the emotional state, including switching tasks and adjusting game difficulty to provide a more suitable gaming experience.

Benefits of technology

It improves the efficiency and simplicity of users when achieving game goals, and provides game content that is more in line with the user's emotional state.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a game task execution method and device, a storage medium and electronic equipment. The task execution method comprises the steps that in response to starting operation of a user for a virtual reality game installed in VR equipment, initial state data, collected by state detection equipment, of the user is obtained from the state detection equipment worn by the user, and the initial emotional state of the user is determined according to the initial state data. And then, a game task corresponding to the initial emotional state is issued to the user in a game interface displayed by the VR equipment, and real-time state data of the user during execution of the game task is acquired through state detection equipment. And further, according to the real-time state data, adjusting the game task displayed in the game interface, and executing the adjusted game task after responding to the execution operation of the user for the adjusted game task.
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Description

Technical Field

[0001] The present invention relates to the field of virtual reality, and in particular to a method, device, storage medium and electronic device for executing a game task. Background Art

[0002] With the development of science and technology, virtual reality (VR) games have emerged. VR games are games created using VR technology. Users can enter a virtual three-dimensional environment by wearing VR helmets and other related equipment. In this kind of game, users can freely explore and interact to get an immersive gaming experience.

[0003] However, current VR games usually only allow users to immerse themselves in the game world through image display and sound effects, but cannot provide users with game content that is suitable for the users themselves. As a result, users may need to perform too many tedious operations to achieve their game goals, which is inefficient and complex.

[0004] Based on this, how to personalize the tasks in VR games to improve the execution efficiency of game tasks is an urgent problem to be solved. Summary of the invention

[0005] This specification provides a game task execution method, device, storage medium and electronic device to partially solve the above-mentioned problems existing in the prior art.

[0006] This manual adopts the following technical solutions:

[0007] This specification provides a method for executing a game task, which is applied to a virtual reality VR device, including:

[0008] In response to a user's opening operation on a virtual reality game installed in the VR device, obtaining, from a state detection device worn by the user, initial state data of the user collected by the state detection device;

[0009] Determining the initial emotional state of the user according to the initial state data;

[0010] Sending a game task corresponding to the initial emotional state to the user in a game interface displayed by the VR device;

[0011] Acquiring real-time status data of the user when performing the game task through the status detection device;

[0012] The game task displayed in the game interface is adjusted according to the real-time status data, and the adjusted game task is executed in response to the user's execution operation on the adjusted game task.

[0013] Optionally, the step of determining the initial emotional state of the user according to the initial state data specifically includes:

[0014] Determine preset value intervals for each state, wherein different value intervals for each state correspond to game tasks under different emotional states;

[0015] Determine the state value interval into which the value corresponding to the initial state data falls, as the initial hit interval;

[0016] An initial emotional state of the user is determined according to the initial hit interval.

[0017] Optionally, the step of adjusting the game tasks displayed in the game interface according to the real-time status data specifically includes:

[0018] Determine the state value interval into which the value corresponding to the real-time state data falls, as the real-time hit interval;

[0019] If it is determined that the real-time hit interval and the initial hit interval are not the same state value interval, the game task displayed in the game interface is switched to the game task corresponding to the real-time hit interval.

[0020] Optionally, the step of adjusting the game tasks displayed in the game interface according to the real-time status data specifically includes:

[0021] Determine the state value interval into which the value corresponding to the real-time state data falls, as the real-time hit interval;

[0022] If it is determined that the real-time hit interval and the initial hit interval are the same state value interval, the game difficulty of the game task displayed in the game interface is adjusted according to the value corresponding to the initial state data and the value corresponding to the real-time state data.

[0023] Optionally, the step of adjusting the game difficulty of the game task displayed in the game interface according to the numerical value corresponding to the initial state data and the numerical value corresponding to the real-time state data specifically includes:

[0024] Determine the sub-interval in which the value corresponding to the real-time state data falls in the real-time hit interval as the real-time sub-interval, and determine the sub-interval in which the value corresponding to the initial state data falls in the initial hit interval as the initial sub-interval, wherein, for any state value interval, each sub-interval contained in the state value interval corresponds to a different game difficulty of the same game task;

[0025] If it is determined that the initial sub-interval and the real-time sub-interval are not the same sub-interval, the game difficulty of the game task displayed in the game page is adjusted to the game difficulty corresponding to the real-time sub-interval.

[0026] Optionally, before the step of determining the initial emotional state of the user according to the initial state data, the method further comprises:

[0027] Acquire, from the facial expression recognition device worn by the user, the initial facial expression information of the user collected by the facial expression recognition device;

[0028] The step of determining the initial emotional state of the user according to the initial state data specifically includes:

[0029] The initial emotional state of the user is determined according to the initial state data and the initial facial expression information.

[0030] Optionally, the step of adjusting the game tasks displayed in the game interface according to the real-time status data specifically includes:

[0031] Acquire feedback information returned by the user when performing the previous round of game tasks, the feedback information including the game difficulty setting of the game tasks displayed in the game interface by the user;

[0032] The game tasks displayed in the game interface are adjusted according to the real-time status data and the feedback information.

[0033] This specification provides a game task execution device, including:

[0034] a response module, configured to obtain, from a state detection device worn by the user, initial state data of the user collected by the state detection device in response to a user's opening operation for the virtual reality game installed in the device;

[0035] A determination module, used to determine the initial emotional state of the user according to the initial state data;

[0036] A sending module, used for sending the game task corresponding to the initial emotional state to the user in the game interface displayed by the device;

[0037] An acquisition module, used to acquire the real-time status data of the user when performing the game task through the status detection device;

[0038] The adjustment module is used to adjust the game task displayed in the game interface according to the real-time status data, and execute the adjusted game task in response to the user's execution operation on the adjusted game task.

[0039] This specification provides a computer-readable storage medium, which stores a computer program. When the computer program is executed by a processor, the above-mentioned game task execution method is implemented.

[0040] This specification provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the above-mentioned game task execution method when executing the program.

[0041] At least one of the above technical solutions adopted in this specification can achieve the following beneficial effects:

[0042] In the game task execution method provided in this specification, in response to the user's opening operation for the virtual reality game installed in the VR device, the initial state data of the user collected by the state detection device is obtained from the state detection device worn by the user, and the initial emotional state of the user is determined based on the initial state data. Then, the game task corresponding to the initial emotional state is sent to the user in the game interface displayed by the VR device, and the real-time state data of the user when executing the game task is obtained through the state detection device. Furthermore, according to the real-time state data, the game task displayed in the game interface is adjusted, and in response to the user's execution operation for the adjusted game task, the adjusted game task is executed.

[0043] It can be seen from the above method that in the game task execution method provided in this specification, the VR device can obtain the initial state data and real-time state data of the user collected by the state detection device from the state detection device worn by the user, so as to issue the game task to the user according to the initial state data and the real-time state data. In this way, more suitable game content can be provided to the user, and the user can adjust the game task in time when achieving the game goal, which is more efficient and the operation process is more concise. BRIEF DESCRIPTION OF THE DRAWINGS

[0044] The drawings described herein are used to provide a further understanding of this specification and constitute a part of this specification. The illustrative embodiments and descriptions of this specification are used to explain this specification and do not constitute an improper limitation on this specification. In the drawings:

[0045] Figure 1 A flowchart of a method for executing a game task provided in this specification;

[0046] Figure 2 A flowchart of a game process provided in this manual;

[0047] Figure 3 A schematic diagram of a game task execution device provided in this specification;

[0048] Figure 4 A method corresponding to the Figure 1 Schematic diagram of electronic equipment. DETAILED DESCRIPTION

[0049] In order to make the purpose, technical solutions and advantages of this specification more clear, the technical solutions of this specification will be clearly and completely described below in combination with the specific embodiments of this specification and the corresponding drawings. Obviously, the described embodiments are only part of the embodiments of this specification, not all of them. Based on the embodiments in this specification, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of this specification.

[0050] With the development of technology, VR games are becoming more and more popular. Users wear VR helmets, operating handles and other related equipment to enter a virtual three-dimensional environment, in which they can complete relevant tasks in VR games.

[0051] However, current VR games cannot provide users with game content that is suitable for the users themselves. When there are multiple tasks to be completed in a VR game, users need to switch game tasks by themselves, which is a cumbersome operation and reduces game efficiency.

[0052] Based on this, this specification provides a method for executing a game task. In response to a user's opening operation for a virtual reality game installed in a VR device, the initial state data of the user collected by the state detection device is obtained from a state detection device worn by the user, and the initial emotional state of the user is determined based on the initial state data. Then, the game task corresponding to the initial emotional state is sent to the user in the game interface displayed by the VR device, and the real-time state data of the user when executing the game task is obtained through the state detection device. Furthermore, the game task displayed in the game interface is adjusted based on the real-time state data, and the adjusted game task is executed in response to the user's execution operation for the adjusted game task.

[0053] This method can provide users with more suitable game content through status detection equipment. When users achieve game goals, they can adjust game tasks in time, which is more efficient and the operation process is simpler.

[0054] The technical solutions provided by the embodiments of this specification are described in detail below in conjunction with the accompanying drawings.

[0055] Figure 1 The following is a flowchart of a method for executing a game task provided in this specification, comprising the following steps:

[0056] S101: In response to a user's opening operation for a virtual reality game installed in the VR device, obtaining, from a state detection device worn by the user, initial state data of the user collected by the state detection device.

[0057] In this specification, a method for executing a game task provided in this specification is described by taking a VR device as an example of an execution subject. Among them, a VR device is a device that uses digital technology to simulate a three-dimensional virtual world, allowing users to interact with the virtual world through senses such as vision, hearing, and touch.

[0058] In response to the user's opening operation for the virtual reality game installed in the VR device, the VR device obtains the user's initial state data collected by the state detection device from the state detection device worn by the user. That is, when the user opens the virtual reality game, the state detection device starts to collect the user's initial state data, and the VR device can establish a communication connection with the state detection device in advance, and obtain the user's initial state data through the pre-established communication connection.

[0059] In real life, the heart rate usually speeds up when one is nervous, excited or anxious, while the heart rate is relatively slow when one is relaxed or calm. Skin conductivity can reflect how much a person sweats, and the amount of sweating is closely related to emotional changes. When one is nervous, fearful or excited, the body will secrete more sweat, resulting in an increase in skin conductivity. Respiratory rate is also an important indicator of emotional state. When one is nervous or anxious, the respiratory rate tends to speed up, while when one is relaxed or calm, the breathing is more stable. Therefore, the state detection device can be a device used to monitor physiological indicators such as heart rate, skin conductivity, and respiratory rate that can reflect the user's emotional state.

[0060] It should be noted that the state detection device and the VR device can be produced by the same manufacturer and sold as a set, or they can be produced by different manufacturers when the state detection device and the VR device have the same communication protocol. In this specification, the VR device can obtain the initial state data of the user collected by the state detection device based on the communication connection between the state detection device and the VR device.

[0061] S102: Determine the initial emotional state of the user according to the initial state data.

[0062] The VR device determines the user's initial emotional state based on the initial state data. For example, if the state detection device is a device for monitoring heart rate (such as a bracelet, etc.), the VR device can determine the user's initial emotional state based on the user's heart rate range, where if the user's heart rate is fast, it means that the user is in an emotional state such as nervousness, excitement or anxiety, and if the user's heart rate is slow, it means that the user is in a relaxed or calm emotional state.

[0063] At this time, the VR device can judge whether the user is currently in a tense emotional state or in a calm emotional state according to the preset intermediate threshold. Specifically, when the heart rate monitored by the state detection device exceeds the preset intermediate threshold, it can be considered that the user is in a tense emotional state; when the heart rate monitored by the state detection device does not exceed the preset intermediate threshold, it can be considered that the user is in a calm emotional state.

[0064] In practical applications, in order to more finely divide the user's emotional state and provide the user with appropriate game tasks according to the user's different emotional states, the VR device can first determine the preset state value intervals, where different state value intervals correspond to game tasks under different emotional states. Further, the VR device can determine the state value interval into which the value corresponding to the initial state data falls, and use the state value interval into which the value corresponding to the initial state data falls as the initial hit interval, and determine the user's initial emotional state based on the initial hit interval.

[0065] In this specification, in order to make the determined initial emotional state of the user more accurate, the user's facial expression can also be captured by a camera, and the user's emotional state can be assisted in judging by facial feature analysis to improve accuracy. Specifically, the VR device obtains the user's initial facial expression information (including the position of eyebrows, the degree of opening and closing of eyes, the upward or downward movement of the corners of the mouth, etc.) collected by the facial expression recognition device worn by the user, and determines the user's initial emotional state based on the initial state data and the initial facial expression information.

[0066] It should be noted that the emotional state determined by the initial state data and the initial facial expression information may be different. In this case, the VR device can input the initial state data and the initial facial expression information into a preset emotional prediction model, so that the emotional prediction model combines the initial state data and the initial facial expression information to output a reasonable initial emotional state. In addition, the VR device can further correct the initial emotional state based on the game behavior of the user captured by the camera in the game to obtain a more accurate initial emotional state.

[0067] S103: Sending the game task corresponding to the initial emotional state to the user in the game interface displayed by the VR device.

[0068] The VR device determines the game task according to the initial emotional state, and sends the game task corresponding to the initial emotional state to the user in the game interface displayed by the VR device. For example, in an interstellar exploration game, the VR device determines whether the user is currently in a tense emotional state or a calm emotional state according to a preset intermediate threshold, and assigns different tasks to the user according to the user's emotional state. If the user is currently in a tense emotional state, the VR device sends the combat task corresponding to the tense emotional state to the user, and if the user is currently in a calm emotional state, the VR device sends the resource collection task corresponding to the calm emotional state to the user.

[0069] In actual applications, users' emotions are more complex and there are multiple emotional states. Therefore, when this manual sends the game tasks corresponding to the user's initial emotional state to the user in the game interface displayed on the VR device, it may not be limited to the game tasks corresponding to the tense or calm emotional states in the above examples, but may also include game tasks corresponding to emotional states such as happiness, loss, and anger.

[0070] S104: Acquire real-time status data of the user when performing the game task through the status detection device.

[0071] When the user is performing a game task corresponding to the initial emotional state, the state detection device is also monitoring the user in real time. The VR device obtains the real-time state data of the user when performing the game task corresponding to the initial emotional state through the state detection device. For example, if the state detection device is a heart rate monitor, the real-time state data is the heart rate of the user when performing the game task corresponding to the initial emotional state.

[0072] Of course, in order to be able to adjust the game tasks more accurately in the future, the VR device can also obtain the user's real-time facial expression information collected by the facial expression recognition device worn by the user, so as to provide the user with suitable game tasks by combining real-time status data and real-time facial expression information.

[0073] S105: adjusting the game task displayed in the game interface according to the real-time status data, and executing the adjusted game task in response to the user's execution operation on the adjusted game task.

[0074] The VR device adjusts the game tasks displayed in the game interface according to the real-time status data monitored by the status detection device, and executes the adjusted game tasks in response to the user's execution operation on the adjusted game tasks. The adjustment here includes two methods, one is to switch the game tasks corresponding to the initial status data to the game tasks corresponding to the real-time status data, and the other is to adjust the game difficulty of the game tasks corresponding to the initial status data.

[0075] Specifically, the VR device determines the state value interval into which the value corresponding to the real-time state data falls as the real-time hit interval. If it is determined that the real-time hit interval and the initial hit interval are not the same state value interval, the game task displayed in the game interface is switched to the game task corresponding to the real-time hit interval. Then, after the user performs an execution operation on the adjusted game task, the adjusted game task (i.e., the game task corresponding to the real-time hit interval) is executed.

[0076] Continuing with the above example, the VR device divides two state value intervals according to a preset intermediate threshold, and determines which state value interval the user is currently in according to the value corresponding to the real-time state data, that is, whether the user is in a tense emotional state or a calm emotional state. If the numerical state interval into which the user's initial state data falls is the numerical state interval corresponding to the calm emotional state, and the numerical state interval into which the user's real-time state data falls is the numerical state interval corresponding to the tense emotional state, the numerical state interval into which the real-time state data falls is not the same state value interval as the numerical state interval into which the initial state data falls. Therefore, the VR device can adjust the game task displayed in the game interface to the game task corresponding to the numerical state interval into which the real-time state data falls (i.e., the game task corresponding to the tense emotional state).

[0077] Of course, the real-time hit interval and the initial hit interval may also be the same state value interval. In this specification, if it is determined that the real-time hit interval and the initial hit interval are the same state value interval, the VR device adjusts the game difficulty of the game task displayed in the game interface according to the value corresponding to the initial state data and the value corresponding to the real-time state data, and executes the adjusted game task in response to the user's execution operation for the adjusted game task. Specifically, if it is determined that the real-time hit interval and the initial hit interval are the same state value interval, and the value corresponding to the initial state data is greater than the value corresponding to the real-time state data, the VR device can reduce the game difficulty of the game task displayed in the game interface; if it is determined that the real-time hit interval and the initial hit interval are the same state value interval, and the value corresponding to the initial state data is not greater than the value corresponding to the real-time state data, the VR device can increase the game difficulty of the game task displayed in the game interface.

[0078] In practical applications, the game tasks can be finely adjusted by further dividing the state value interval. Specifically, the VR device determines the sub-interval in which the value corresponding to the real-time state data falls in the real-time hit interval as the real-time sub-interval, and determines the sub-interval in which the value corresponding to the initial state data falls in the initial hit interval as the initial sub-interval, wherein, for any state value interval, each sub-interval contained in the state value interval corresponds to a different game difficulty of the same game task, and, for the same state value interval, the larger the value corresponding to the initial state data or the real-time state data, the higher the game difficulty of the game task corresponding to the initial state data or the real-time state data. Furthermore, if it is determined that the initial sub-interval and the real-time sub-interval are not the same sub-interval, the game difficulty of the game task displayed on the game page is adjusted to the game difficulty corresponding to the real-time sub-interval.

[0079] Using the above example, when the state value interval that the value corresponding to the user's initial state data falls into and the state value interval that the value corresponding to the user's real-time state data falls into are both state value intervals corresponding to a tense emotional state, the game task remains unchanged, but the game difficulty corresponding to the game task can be adjusted to the game difficulty corresponding to the sub-interval that the value corresponding to the real-time state data falls into in the real-time hit interval. When the game task is a combat task under a tense emotional state, the game difficulty can be an increase or decrease in the number of enemies in the combat task.

[0080] It should be noted that when the state detection device monitors that the user's emotional state has been in a relatively peaceful state, that is, the value corresponding to the real-time state data has been in a lower state value range for a long time, indicating that the user's emotions have not fluctuated too much at this time, and the user's interest in the game has not been mobilized. The VR device can switch the game tasks displayed in the game interface to other game tasks, or appropriately increase the game difficulty of the game tasks displayed in the game interface to arouse the user's interest and improve the user's sense of participation in the game.

[0081] It should also be noted that when the status detection device monitors that the user's emotional state has been in a very tense state, that is, the value corresponding to the real-time status data has been in a relatively high state value range for a long time, indicating that the user's emotions have been in a highly tense state at this time. In order to avoid the mental fatigue caused by the user being in a highly tense state for a long time, the VR device can switch the game tasks displayed in the game interface to other more peaceful game tasks, or appropriately reduce the game difficulty of the game tasks displayed in the game interface to eliminate the user's fatigue and provide game content that combines work and rest.

[0082] After a round of games, the VR device can also collect user feedback information, where the feedback information includes the user's setting of the game difficulty of the game tasks displayed in the game interface, the user's setting of the switching of the game tasks displayed in the game interface, etc. In this way, when the user performs the next round of game tasks, the VR device can adjust the game tasks displayed in the game interface in combination with the real-time status data and feedback information, so that the game tasks provided to the user are more in line with the user's personal gaming habits.

[0083] Next, in order to more clearly illustrate the method provided in this specification, a specific example will be described. Figure 2 shown.

[0084] Figure 2 The present invention provides a flowchart of a game process.

[0085] from Figure 2 It can be seen that the VR device responds to the user's start operation for the VR game, the VR device initializes the VR environment, and calibrates the direction, position, operation buttons, etc. in the VR device. Further, the VR device determines the user's current initial emotional state through the state detection device. When the initial emotional state is tense, the combat task is sent to the user, and when the initial emotional state is calm, the resource collection task is sent to the user. The user is further monitored through the state detection device, and the game task is adjusted according to the monitored real-time state data. When the real-time state data tends to be stable after a period of fluctuations, the current round of the game ends, and the VR device collects the user's feedback information to adjust the above-mentioned game task switching mechanism according to the user's feedback information and the user's real-time state data in the current round of the game, such as adjusting the size of the preset intermediate threshold when judging whether the user's emotional state is tense or calm, in preparation for the next round of the game.

[0086] In this specification, a game task execution method is provided. The VR device can adjust the game tasks displayed by the VR device in the game interface in real time according to the user's real-time status data, so as to provide the user with game content that is more in line with the user's gaming habits, avoid the user from performing too many tedious operations when achieving the game goal, and further improve the user's gaming efficiency.

[0087] In addition, this specification sets numerical ranges for each state, and different numerical state ranges correspond to game tasks under different emotional states. This method can provide users with more accurate game tasks according to their emotional states to increase their interest.

[0088] In order to adjust the game tasks more accurately, each state value interval can be further divided. For any state value interval, each sub-interval contained in the state value interval corresponds to a different game difficulty of the same game task.

[0089] At the same time, the user's emotional state can also be determined by the facial expression recognition device and the state detection device together, so that a more accurate emotional state of the user can be obtained.

[0090] The above are one or more game task execution methods implemented in this specification. Based on the same idea, this specification also provides a corresponding game task execution device, such as Figure 3 shown.

[0091] Figure 3 A schematic diagram of a game service execution device provided in this specification includes:

[0092] A response module 301 is used to obtain, from a state detection device worn by the user, initial state data of the user collected by the state detection device in response to a user's opening operation for the virtual reality game installed in the device;

[0093] A determination module 302, configured to determine the initial emotional state of the user according to the initial state data;

[0094] A sending module 303, configured to send the game task corresponding to the initial emotional state to the user in the game interface displayed by the device;

[0095] An acquisition module 304 is used to acquire real-time status data of the user when performing the game task through the status detection device;

[0096] The adjustment module 305 is used to adjust the game task displayed in the game interface according to the real-time status data, and execute the adjusted game task in response to the user's execution operation on the adjusted game task.

[0097] Optionally, the determination module 302 is specifically used to determine preset state value intervals, wherein different state value intervals correspond to game tasks under different emotional states; determine the state value interval into which the value corresponding to the initial state data falls, as an initial hit interval; and determine the initial emotional state of the user based on the initial hit interval.

[0098] Optionally, the adjustment module 305 is specifically used to determine the state value interval into which the value corresponding to the real-time state data falls, as the real-time hit interval; if it is determined that the real-time hit interval and the initial hit interval are not the same state value interval, the game task displayed in the game interface is switched to the game task corresponding to the real-time hit interval.

[0099] Optionally, the adjustment module 305 is specifically used to determine the state value interval into which the value corresponding to the real-time state data falls, as the real-time hit interval; if it is determined that the real-time hit interval and the initial hit interval are the same state value interval, the game difficulty of the game task displayed in the game interface is adjusted according to the value corresponding to the initial state data and the value corresponding to the real-time state data.

[0100] Optionally, the adjustment module 305 is specifically used to determine the sub-interval into which the numerical value corresponding to the real-time status data falls in the real-time hit interval, as the real-time sub-interval, and to determine the sub-interval into which the numerical value corresponding to the initial status data falls in the initial hit interval, as the initial sub-interval, wherein, for any state numerical value interval, each sub-interval contained in the state numerical value interval corresponds to a different game difficulty of the same game task; if it is determined that the initial sub-interval and the real-time sub-interval are not the same sub-interval, the game difficulty of the game task displayed on the game page is adjusted to the game difficulty corresponding to the real-time sub-interval.

[0101] Optionally, the determination module 302 is further configured to obtain, from a facial expression recognition device worn by the user, initial facial expression information of the user collected by the facial expression recognition device;

[0102] The determination module 302 is specifically configured to determine the initial emotional state of the user according to the initial state data and the initial facial expression information.

[0103] Optionally, the adjustment module 305 is specifically used to obtain feedback information returned by the user when performing the previous round of game tasks, the feedback information including the user's setting of the game difficulty of the game tasks displayed in the game interface; and adjust the game tasks displayed in the game interface according to the real-time status data and the feedback information.

[0104] This specification also provides a computer-readable storage medium, which stores a computer program, which can be used to execute the above Figure 1 A game task execution method is provided.

[0105] This manual also provides Figure 4 The one shown corresponds to Figure 1A schematic diagram of the electronic device. Figure 4 As mentioned above, at the hardware level, the electronic device includes a processor, an internal bus, a network interface, a memory, and a non-volatile memory, and may also include other hardware required for the business. The processor reads the corresponding computer program from the non-volatile memory into the memory and then runs it to achieve the above Figure 1 Of course, in addition to the software implementation, this specification does not exclude other implementations, such as logic devices or a combination of software and hardware, etc., that is, the execution subject of the following processing flow is not limited to each logic unit, but can also be hardware or logic devices.

[0106] For the improvement of a technology, it can be clearly distinguished whether it is a hardware improvement (for example, improvement of the circuit structure of diodes, transistors, switches, etc.) or a software improvement (improvement of the method flow). However, with the development of technology, many improvements of the method flow today can be regarded as direct improvements of the hardware circuit structure. Designers almost always obtain the corresponding hardware circuit structure by programming the improved method flow into the hardware circuit. Therefore, it cannot be said that the improvement of a method flow cannot be implemented with a hardware entity module. For example, a programmable logic device (PLD) (such as a field programmable gate array (FPGA)) is such an integrated circuit whose logical function is determined by the user's programming of the device. Designers can "integrate" a digital system on a PLD by programming themselves, without having to ask chip manufacturers to design and make dedicated integrated circuit chips. Moreover, nowadays, instead of manually making integrated circuit chips, this kind of programming is mostly implemented by "logic compiler" software, which is similar to the software compiler used when developing and writing programs, and the original code before compilation must also be written in a specific programming language, which is called hardware description language (HDL). There is not only one HDL, but many kinds, such as ABEL (Advanced Boolean Expression Language), AHDL (Altera Hardware Description Language), Confluence, CUPL (Cornell University Programming Language), HDCal, JHDL (Java Hardware Description Language), Lava, Lola, MyHDL, PALASM, RHDL (Ruby Hardware Description Language), etc. The most commonly used ones are VHDL (Very-High-Speed ​​Integrated Circuit Hardware Description Language) and Verilog. Those skilled in the art should also know that it is only necessary to program the method flow slightly in the above-mentioned hardware description languages ​​and program it into the integrated circuit, and then it is easy to obtain the hardware circuit that implements the logic method flow.

[0107] The controller can be implemented in any appropriate manner, for example, the controller can take the form of a microprocessor or processor and a computer-readable medium storing a computer-readable program code (such as software or firmware) that can be executed by the (micro)processor, a logic gate, a switch, an application-specific integrated circuit (ASIC), a programmable logic controller, and an embedded microcontroller. Examples of controllers include, but are not limited to, the following microcontrollers: ARC 625D, Atmel AT91SAM, Microchip PIC18F26K20, and Silicone Labs C8051F320. The memory controller can also be implemented as part of the control logic of the memory. Those skilled in the art also know that in addition to implementing the controller in a purely computer-readable program code manner, the controller can be implemented in the form of a logic gate, a switch, an application-specific integrated circuit, a programmable logic controller, and an embedded microcontroller by logically programming the method steps. Therefore, this controller can be considered as a hardware component, and the devices included therein for implementing various functions can also be regarded as structures within the hardware component. Or even, the devices for implementing various functions can be regarded as both software modules for implementing the method and structures within the hardware component.

[0108] The systems, devices, modules or units described in the above embodiments may be implemented by computer chips or entities, or by products with certain functions. A typical implementation device is a computer. Specifically, the computer may be, for example, a personal computer, a laptop computer, a cellular phone, a camera phone, a smart phone, a personal digital assistant, a media player, a navigation device, an email device, a game console, a tablet computer, a wearable device, or a combination of any of these devices.

[0109] For the convenience of description, the above device is described in various units according to their functions. Of course, when implementing this specification, the functions of each unit can be implemented in the same or multiple software and / or hardware.

[0110] Those skilled in the art will appreciate that the embodiments of this specification may be provided as methods, systems, or computer program products. Therefore, this specification may take the form of a complete hardware embodiment, a complete software embodiment, or an embodiment combining software and hardware. Moreover, this specification may take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) that contain computer-usable program code.

[0111] This specification is described with reference to the flowcharts and / or block diagrams of the methods, devices (systems), and computer program products according to the embodiments of this specification. It should be understood that each process and / or box in the flowchart and / or block diagram, as well as the combination of the processes and / or boxes in the flowchart and / or block diagram, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, a special-purpose computer, an embedded processor, or other programmable data processing device to produce a machine, so that the instructions executed by the processor of the computer or other programmable data processing device generate instructions for implementing the processes in the flowchart and / or block diagram. Figure 1 A process or multiple processes and / or boxes Figure 1 A device that provides the functions specified in a block or multiple blocks.

[0112] These computer program instructions may also be stored in a computer readable memory capable of directing a computer or other programmable data processing device to operate in a specific manner, so that the instructions stored in the computer readable memory produce an article of manufacture including an instruction device, which implements the process Figure 1 A process or multiple processes and / or boxes Figure 1 A function specified in one or more boxes.

[0113] These computer program instructions can also be loaded onto a computer or other programmable data processing device so that a series of operating steps are executed on the computer or other programmable device to produce a computer-implemented process, thereby providing instructions for implementing the process. Figure 1 A process or multiple processes and / or boxes Figure 1 The steps for the functions specified in one or more boxes.

[0114] In a typical configuration, a computing device includes one or more processors (CPU), input / output interfaces, network interfaces, and memory.

[0115] The memory may include non-permanent storage in a computer-readable medium, random access memory (RAM) and / or non-volatile memory in the form of read-only memory (ROM) or flash RAM. The memory is an example of a computer-readable medium.

[0116] Computer readable media include permanent and non-permanent, removable and non-removable media that can be implemented by any method or technology to store information. Information can be computer readable instructions, data structures, program modules or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technology, compact disk read-only memory (CD-ROM), digital versatile disk (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage devices or any other non-transmission media that can be used to store information that can be accessed by a computing device. As defined herein, computer readable media does not include temporary computer readable media (transitory media), such as modulated data signals and carrier waves.

[0117] It should also be noted that the terms "include", "comprises" or any other variations thereof are intended to cover non-exclusive inclusion, so that a process, method, commodity or device including a series of elements includes not only those elements, but also other elements not explicitly listed, or also includes elements inherent to such process, method, commodity or device. In the absence of more restrictions, the elements defined by the sentence "comprises a ..." do not exclude the existence of other identical elements in the process, method, commodity or device including the elements.

[0118] Those skilled in the art will appreciate that the embodiments of this specification may be provided as methods, systems or computer program products. Therefore, this specification may take the form of a complete hardware embodiment, a complete software embodiment or an embodiment combining software and hardware. Moreover, this specification may take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0119] This specification may be described in the general context of computer-executable instructions executed by a computer, such as program modules. Generally, program modules include routines, programs, objects, components, data structures, etc. that perform specific tasks or implement specific abstract data types. This specification may also be practiced in distributed computing environments where tasks are performed by remote processing devices connected through a communication network. In a distributed computing environment, program modules may be located in local and remote computer storage media, including storage devices.

[0120] Each embodiment in this specification is described in a progressive manner, and the same or similar parts between the embodiments can be referred to each other, and each embodiment focuses on the differences from other embodiments. In particular, for the system embodiment, since it is basically similar to the method embodiment, the description is relatively simple, and the relevant parts can be referred to the partial description of the method embodiment.

[0121] The above description is only an embodiment of the present specification and is not intended to limit the present specification. For those skilled in the art, the present specification may have various changes and variations. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present specification shall be included in the scope of the claims of the present specification.

Claims

1. A method for executing a game task, characterized in that: The method is applied to a virtual reality VR device, comprising: In response to a user's opening operation on a virtual reality game installed in the VR device, obtaining, from a state detection device worn by the user, initial state data of the user collected by the state detection device; Determining the initial emotional state of the user according to the initial state data; Sending a game task corresponding to the initial emotional state to the user in a game interface displayed by the VR device; Acquiring real-time status data of the user when performing the game task through the status detection device; The game task displayed in the game interface is adjusted according to the real-time status data, and the adjusted game task is executed in response to the user's execution operation on the adjusted game task.

2. The method according to claim 1, characterized in that The step of determining the initial emotional state of the user according to the initial state data specifically includes: Determine preset value intervals for each state, wherein different value intervals for each state correspond to game tasks under different emotional states; Determine the state value interval into which the value corresponding to the initial state data falls, as the initial hit interval; An initial emotional state of the user is determined according to the initial hit interval.

3. The method according to claim 2, characterized in that The step of adjusting the game tasks displayed in the game interface according to the real-time status data specifically includes: Determine the state value interval into which the value corresponding to the real-time state data falls, as the real-time hit interval; If it is determined that the real-time hit interval and the initial hit interval are not the same state value interval, the game task displayed in the game interface is switched to the game task corresponding to the real-time hit interval.

4. The method according to claim 2, characterized in that The step of adjusting the game tasks displayed in the game interface according to the real-time status data specifically includes: Determine the state value interval into which the value corresponding to the real-time state data falls, as the real-time hit interval; If it is determined that the real-time hit interval and the initial hit interval are the same state value interval, the game difficulty of the game task displayed in the game interface is adjusted according to the value corresponding to the initial state data and the value corresponding to the real-time state data.

5. The method according to claim 4, characterized in that The step of adjusting the game difficulty of the game task displayed in the game interface according to the value corresponding to the initial state data and the value corresponding to the real-time state data specifically includes: Determine the sub-interval in which the value corresponding to the real-time state data falls in the real-time hit interval as the real-time sub-interval, and determine the sub-interval in which the value corresponding to the initial state data falls in the initial hit interval as the initial sub-interval, wherein, for any state value interval, each sub-interval contained in the state value interval corresponds to a different game difficulty of the same game task; If it is determined that the initial sub-interval and the real-time sub-interval are not the same sub-interval, the game difficulty of the game task displayed in the game page is adjusted to the game difficulty corresponding to the real-time sub-interval.

6. The method according to claim 1, characterized in that Before the step of determining the initial emotional state of the user according to the initial state data, the method further comprises: Acquire, from the facial expression recognition device worn by the user, the initial facial expression information of the user collected by the facial expression recognition device; The step of determining the initial emotional state of the user according to the initial state data specifically includes: The initial emotional state of the user is determined according to the initial state data and the initial facial expression information.

7. The method according to claim 1, characterized in that The step of adjusting the game tasks displayed in the game interface according to the real-time status data specifically includes: Acquire feedback information returned by the user when performing the previous round of game tasks, the feedback information including the game difficulty setting of the game tasks displayed in the game interface by the user; The game tasks displayed in the game interface are adjusted according to the real-time status data and the feedback information.

8. A game task execution device, characterized in that: include: a response module, configured to obtain, from a state detection device worn by the user, initial state data of the user collected by the state detection device in response to a user's opening operation for the virtual reality game installed in the device; A determination module, used to determine the initial emotional state of the user according to the initial state data; A sending module, used for sending the game task corresponding to the initial emotional state to the user in the game interface displayed by the device; An acquisition module, used to acquire the real-time status data of the user when performing the game task through the status detection device; The adjustment module is used to adjust the game task displayed in the game interface according to the real-time status data, and execute the adjusted game task in response to the user's execution operation on the adjusted game task.

9. A computer-readable storage medium, characterized in that: The storage medium stores a computer program, and when the computer program is executed by a processor, the method according to any one of claims 1 to 7 is implemented.

10. An electronic device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that: When the processor executes the program, the method according to any one of claims 1 to 7 is implemented.

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