Human-computer interaction method and device, equipment, storage medium and program product
By monitoring the interaction between users and electronic pets, and increasing and displaying the mood representation value of electronic pets, the problem of electronic pets lacking spirituality is solved, and the user's spiritual comfort effect and the intelligence of electronic pets are improved.
Patent Information
- Application Number
- CN202411583297.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-11-07
- Publication Date
- 2025-02-07
AI Technical Summary
Existing electronic pets lack the animal's spirituality when interacting with users, resulting in poor user's spiritual comfort.
By monitoring the interaction between the user and the electronic pet, after completing various interactive tasks, the electronic pet's mood representation value is raised, and the electronic pet is controlled to display the corresponding mood through expressions, sounds, and body movements.
It improves the spiritual comfort effect of electronic pets on users, making them more agile and intelligent, and is close to the interactive experience of real animals and pets.
Smart Images

Figure CN119396289A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of artificial intelligence technology, and in particular to a human-computer interaction method, device, equipment, storage medium and program product. Background Art
[0002] With the rapid development of the economy, when material needs are met, more and more people seek spiritual comfort, such as raising pets. However, some families may not be suitable for raising animals due to various reasons (such as busy work, allergies, etc.), so they choose electronic pets to seek spiritual comfort. Electronic pets are electronic toys composed of electronic components (hardware and software), and now also refer to specific programs running on computers or Internet servers. Electronic pets are popular because they are easy to feed and portable.
[0003] At present, when electronic pets interact with users, they lack the spirituality of animals, and the effect of providing spiritual comfort to users needs to be further improved. Summary of the invention
[0004] In view of the above problems, the present application provides a human-computer interaction method, device, equipment, storage medium and program product to improve the spiritual comfort effect of electronic pets on users. The specific scheme is as follows:
[0005] In a first aspect, the present application provides a human-computer interaction method for an electronic pet, the method comprising:
[0006] Monitor interactions with users;
[0007] If the interaction situation indicates that the user and the electronic pet complete any one of a plurality of interaction tasks, increase the mood representation value of the electronic pet based on the any one of the interaction tasks;
[0008] The electronic pet is controlled to display a mood corresponding to the increased mood representation value.
[0009] In a possible implementation, the step of increasing the mood representation value of the electronic pet based on any interactive task includes:
[0010] Obtaining a first mood representation value increment corresponding to any one of the interactive tasks, and increasing a current mood representation value of the electronic pet by the first mood representation value increment to obtain an increased mood representation value;
[0011] Alternatively, a second mood representation value increment corresponding to the virtual resource used to complete any interactive task is obtained, and the current mood representation value of the electronic pet is increased by the second mood representation value increment to obtain an increased mood representation value.
[0012] In a possible implementation, controlling the electronic pet to display a mood corresponding to the increased mood representation value includes:
[0013] Controlling the electronic pet to display the mood corresponding to the increased mood representation value through at least one of expression, sound, and body movement;
[0014] When showing different emotions, the electronic pet has at least one difference in the following aspects: expression, voice, and body movement.
[0015] In a possible implementation, the multiple interactive tasks include at least two of the following three interactive tasks:
[0016] Feeding tasks, travel tasks, and game tasks;
[0017] The feeding task refers to the first type of interaction between the user and the electronic pet, wherein the first type of interaction is used to simulate feeding food or drink to the electronic pet, bathing the electronic pet, helping the electronic pet to go to the toilet, or treating the electronic pet;
[0018] The travel task refers to the second type of interaction between the user and the electronic pet, and the second type of interaction is used to simulate the electronic pet traveling;
[0019] The game-type task refers to the third type of interaction between the user and the electronic pet, and the third type of interaction is used to simulate the user playing with the electronic pet.
[0020] In a possible implementation, the method further includes:
[0021] The mood representation value of the electronic pet is controlled to gradually decrease during a preset non-resting period.
[0022] In a possible implementation, controlling the mood representation value of the electronic pet to gradually decrease during a preset non-resting period includes:
[0023] Controlling the mood representation value of the electronic pet to decrease at a uniform speed during a preset non-resting period;
[0024] Alternatively, the mood representation value of the electronic pet is controlled to decrease during a preset non-resting period according to the continuous non-interaction time.
[0025] In a possible implementation, controlling the mood representation value of the electronic pet to decrease during a preset non-resting period according to the continuous non-interaction duration includes:
[0026] If the continuous non-interaction time is less than the time threshold, controlling the mood representation value of the electronic pet not to change with the change of the continuous non-interaction time;
[0027] If the continuous non-interaction time is greater than or equal to the time threshold, the mood representation value of the electronic pet is controlled to decrease at a uniform speed.
[0028] A second aspect of the present application provides a human-computer interaction device for an electronic pet, the device comprising:
[0029] A monitoring module, used to monitor the interaction with the user;
[0030] an adjustment module, configured to increase a mood representation value of the electronic pet based on any interactive task if the interactive situation represents that the user and the electronic pet complete any interactive task among a plurality of interactive tasks;
[0031] The control module is used to control the electronic pet to display a mood corresponding to the adjusted mood representation value.
[0032] A third aspect of the present application provides a computer program product, including computer-readable instructions. When the computer-readable instructions are executed on an electronic device, the electronic device implements the human-computer interaction method of the first aspect or any implementation of the first aspect.
[0033] A fourth aspect of the present application provides an electronic device, comprising at least one processor and a memory connected to the processor, wherein:
[0034] The memory is used to store computer programs;
[0035] The processor is used to execute the computer program so that the electronic device can implement the human-computer interaction method of the first aspect or any implementation manner of the first aspect.
[0036] A fifth aspect of the present application provides a computer storage medium, which carries one or more computer programs. When the one or more computer programs are executed by an electronic device, the electronic device can implement the human-computer interaction method of the first aspect or any implementation method of the first aspect.
[0037] By means of the above technical scheme, the human-computer interaction method, device, equipment, storage medium and program product provided by the present application monitor the interaction between the electronic pet and the user. When the interaction represents that the user and the electronic pet complete any of a plurality of interaction tasks, the mood representation value of the electronic pet is increased based on the any interaction task, and the electronic pet is controlled to display the mood corresponding to the increased mood representation value. The electronic pet in the present application has increased mood expression. In the interaction between the user and the electronic pet, the mood of the electronic pet is changed according to the task completed by the interaction, so that the communication and interaction between the user and the electronic pet directly affects the mood of the electronic pet, making the electronic pet more agile and more like a real animal pet, improving the spiritual comfort effect of the electronic pet on the user, and increasing the intelligence of the electronic pet. BRIEF DESCRIPTION OF THE DRAWINGS
[0038] The above and other features, advantages and aspects of the embodiments of the present disclosure will become more apparent with reference to the following detailed description in conjunction with the accompanying drawings. Throughout the accompanying drawings, the same or similar reference numerals represent the same or similar elements. It should be understood that the drawings are schematic and the originals and elements are not necessarily drawn to scale.
[0039] Figure 1 A flowchart for implementing the human-computer interaction method provided in this application;
[0040] Figure 2 A flowchart for realizing raising the mood representation value of an electronic pet based on any completed interactive task provided by the present application;
[0041] Figure 3 Another implementation flow chart of increasing the mood representation value of the electronic pet based on any completed interactive task provided by the present application;
[0042] Figure 4 A schematic diagram of the structure of the human-computer interaction device provided by this application;
[0043] Figure 5 A schematic diagram of the structure of an electronic device provided in this application. DETAILED DESCRIPTION
[0044] The following describes the embodiments of the present application in conjunction with the drawings in the embodiments of the present application. The terms used in the implementation method section of the present application are only used to explain the specific embodiments of the present application, and are not intended to limit the present application.
[0045] The embodiments of the present application are described below in conjunction with the accompanying drawings. Those skilled in the art will appreciate that, with the development of technology and the emergence of new scenarios, the technical solutions provided in the embodiments of the present application are also applicable to similar technical problems.
[0046] The terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and need not be used to describe a specific order or sequential order. It should be understood that the terms used in this way can be interchangeable under appropriate circumstances, which is only to describe the distinction mode adopted by the objects of the same attributes when describing in the embodiments of the present application. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, so that the process, method, system, product or equipment comprising a series of units need not be limited to those units, but may include other units that are not clearly listed or inherent to these processes, methods, products or equipment.
[0047] The human-computer interaction method and device provided by the present application can be applied to electronic pets, which can be pet robots or digital pets. Pet robots refer to electronic devices with bionic appearances, and digital pets are installed in the electronic devices; for example, dog-shaped robots (also called robot dogs), cat-shaped robots (also called robot cats), panda robots, etc.; digital pets refer to specific programs running on computers or Internet servers.
[0048] As an example, the hardware structure of the pet robot may include: a body, and controllable components located on the body. As an example, the body may be used to imitate the trunk of an animal pet, and the controllable components may be used to imitate other components of the animal pet except the trunk.
[0049] For example, a pet robot has: a main body for imitating an animal's body, a first type of controllable component located on the main body and shaped like the limbs of an animal pet (used to imitate the "limbs" of an animal pet), a second type of controllable component located on the main body and shaped like the ears of an animal pet (used to imitate the "ears" of an animal pet), and a display screen located on the main body (used to imitate the "face" of an animal pet), so that the shape and movement of an animal pet can be imitated based on the main body, the first type of controllable component and the second type of controllable component, and the expression of an animal pet can be imitated based on the display screen. For example, a cat-shaped robot, a dog-shaped robot, a pig-shaped robot, etc. Of course, a pet robot may also not have a display screen, in which case the pet robot cannot simulate the expression of an animal pet.
[0050] For example, a pet robot may have: a main body for imitating an animal's body, a first type of controllable component located on the main body and shaped like the wings of an animal pet (used to imitate the "wings" of an animal pet), and a second type of controllable component located on the main body and shaped like the legs of an animal pet (used to imitate the "legs" of an animal pet). In this example, the pet robot imitates a bird pet, such as a robot parrot, a robot lark, etc.
[0051] As an example, an electronic pet may have at least one of the following functions: simulating real pet interaction with the user (feeding, bathing, going to the toilet, treatment, etc.), providing users with encyclopedia knowledge questions and answers, answering questions, telling stories, interpreting picture books, playing music, interactive games, etc.
[0052] The inventor of the present application has found through research that existing electronic pets lack the spirituality of real pets, which makes the performance of electronic pets too rigid and dull, and their intelligence is relatively poor.
[0053] The solution of this application is proposed in order to improve the intelligence of electronic pets, increase the spirituality of pet robots, overcome the problem that the performance of electronic pets is too rigid and dull, and thus improve the spiritual comfort effect of electronic pets on users.
[0054] like Figure 1 As shown, a flowchart of an implementation of the human-computer interaction method provided in an embodiment of the present application may include:
[0055] Step S101: monitoring the interaction with the user.
[0056] In the present application, the electronic pet provides a variety of interactive tasks related to mood. Completion of any of the multiple interactive tasks can trigger a change in the mood representation value of the electronic pet, thereby possibly changing the mood of the electronic pet.
[0057] During the operation of the electronic pet, the interaction between the electronic pet and the user is monitored, and the interaction indicates whether the user completes any of a plurality of interaction tasks with the electronic pet.
[0058] Step S102: if the above interaction situation indicates that the user and the electronic pet complete any one of the multiple interaction tasks, the mood representation value of the electronic pet is increased based on the any one of the interaction tasks.
[0059] This application improves the mood representation value of the electronic pet when the user completes any interactive task related to the mood representation value of the electronic pet, thereby achieving the intuitive influence of the electronic pet's mood by the user's interactive communication with the electronic pet.
[0060] Step S103: controlling the electronic pet to display the mood corresponding to the increased mood representation value.
[0061] Optionally, the mood representation value range to which the increased mood representation value belongs may be determined, and the mood corresponding to the mood representation value range may be determined as the mood of the electronic pet for display.
[0062] Among them, different mood representation value ranges correspond to different moods.
[0063] The mood of the electronic pet can be expressed in at least one of the following ways: facial expression, sound, body movement, etc., so as to improve the intuitiveness of the emotional expression of the electronic pet. Based on this, the electronic pet can be controlled to show the mood corresponding to the increased mood representation value through at least one of facial expression, sound, and body movement. In other words, each mood can be shown through at least one of facial expression, sound, and body movement.
[0064] When showing different moods, the electronic pet has at least one difference in the following aspects: expression, sound, and body movement. That is, different moods correspond to different expressions, and / or, different moods correspond to different sounds (pitch, volume, etc.), and / or, different moods correspond to different body movements.
[0065] As shown in Table 1, it is an example of a correspondence between the mood representation value, mood and expression of the electronic pet provided in the embodiment of the present application.
[0066] Table 1
[0067]
[0068] The human-computer interaction method provided in the embodiment of the present application adds mood expression to the electronic pet. During the interaction between the user and the electronic pet, the mood of the electronic pet is changed according to the task completed by the interaction, so that the communication and interaction behavior between the user and the electronic pet directly affects the mood of the electronic pet, making the electronic pet more smart and more like a real animal pet, improving the spiritual comfort effect of the electronic pet on the user, overcoming the problem that the electronic pet's performance is too rigid and dull, increasing the intelligence of the electronic pet, and further increasing the stickiness between the user and the electronic pet.
[0069] In an optional embodiment, a flowchart for realizing the above-mentioned method of increasing the mood representation value of the electronic pet based on any completed interactive task is as follows: Figure 2 As shown, this may include:
[0070] Step S201: obtaining a mood representation value increment corresponding to any completed interactive task (recorded as a first mood representation value increment for ease of description and distinction).
[0071] The present application sets a corresponding mood representation value increment (also called mood representation value reward, i.e., the mood representation value that needs to be increased as reward to the electronic pet) for each of the above-mentioned multiple interaction tasks. The mood representation value increments corresponding to different interaction tasks can be the same or different.
[0072] Whenever any interactive task among the multiple interactive tasks is completed, a first mood representation value increment corresponding to the interactive task is obtained to be used for adjusting the current mood representation value.
[0073] Step S202: increasing the current mood representation value of the electronic pet by the first mood representation value increment to obtain an increased mood representation value.
[0074] The current mood representation value of the electronic pet refers to the mood representation value of the electronic pet when any of the above-mentioned interactive tasks begins.
[0075] Alternatively, the current mood representation value of the electronic pet refers to the mood representation value of the electronic pet when the first mood representation value increment is obtained.
[0076] The mood representation value of the electronic pet after the adjustment is increased = the current mood representation value of the electronic pet + the increment of the first mood representation value.
[0077] In an optional embodiment, another implementation flow chart of the above-mentioned method of increasing the mood representation value of the electronic pet based on any completed interactive task is as follows: Figure 3 As shown, this may include:
[0078] Step S301: obtaining a mood representation value increment (referred to as a second mood representation value increment for ease of description and distinction) corresponding to a virtual resource used to complete any interactive task.
[0079] Different from the aforementioned setting of mood characterization value increments for corresponding interactive tasks, in this embodiment, mood characterization value increments are set for corresponding virtual resources used for interactive tasks. Mood characterization value increments corresponding to different virtual resources may be the same or different. Based on this, corresponding to the same interactive task, different virtual resources are used to complete the interactive task, and the second mood characterization value increments obtained may be different.
[0080] Step S302: increasing the current mood representation value of the electronic pet by a second mood representation value increment to obtain an increased mood representation value.
[0081] The current mood representation value of the electronic pet refers to the mood representation value of the electronic pet when any of the above-mentioned interactive tasks begins.
[0082] Alternatively, the current mood representation value of the electronic pet refers to the mood representation value of the electronic pet when the second mood representation value increment is obtained.
[0083] The mood representation value of the electronic pet after the adjustment is increased = the current mood representation value of the electronic pet + the increment of the second mood representation value.
[0084] Optionally, if completing any interactive task does not require the use of virtual resources, a first mood representation value increment corresponding to the interactive task is obtained, and the current mood representation value of the electronic pet is increased by the first mood representation value increment to obtain an increased mood representation value.
[0085] In an optional embodiment, the multiple interactive tasks may include but are not limited to at least two of the following three interactive tasks:
[0086] Feeding tasks, travel tasks, game tasks, etc.
[0087] Among them, feeding tasks refer to the first type of interaction between the user and the electronic pet, which is used to simulate feeding food or drinks to the electronic pet, bathing the electronic pet, helping the electronic pet to go to the toilet, or treating the electronic pet. Based on this, feeding tasks can be subdivided into the following tasks:
[0088] Feeding tasks, watering tasks, cleaning tasks, toileting tasks, treatment tasks, etc.
[0089] Among them, the feeding task refers to the process of the user completing the feeding of the electronic pet with different foods according to the set program. Based on this, when the user and the electronic device complete the feeding task, the second mood characterization value increment corresponding to the food (i.e., virtual resources) provided to the electronic pet can be obtained, and the current mood characterization value of the electronic pet is increased by the second mood characterization value increment to obtain the increased mood characterization value. As an example, the second mood characterization value increment corresponding to rice is 2, the second mood characterization value increment corresponding to fish is 10, the second mood characterization value increment corresponding to strawberry is 15, the second mood characterization value increment corresponding to banana is 10, and so on.
[0090] The water feeding task refers to the process in which the user completes the feeding of the electronic pet with different beverages according to the set program. Based on this, when the user and the electronic device complete the water feeding task, the second mood characterization value increment corresponding to the beverage (i.e., virtual resource) provided to the electronic pet can be obtained, and the current mood characterization value of the electronic pet is increased by the second mood characterization value increment to obtain the adjusted mood characterization value. As an example, the second mood characterization value increment corresponding to water is 2, the second mood characterization value increment corresponding to milk is 10, the second mood characterization value increment corresponding to orange juice is 15, the second mood characterization value increment corresponding to cola is 10, the second mood characterization value increment corresponding to coconut juice is 15, and so on.
[0091] The cleaning task refers to the process of the user completing the bathing process of the electronic pet according to the set procedure. Based on this, when the user and the electronic pet complete the cleaning task, the increment of the first mood representation value corresponding to the cleaning task can be obtained, and the current mood representation value of the electronic pet is increased by the increment of the first mood representation value to obtain the increased mood representation value. As an example, the increment of the first mood representation value corresponding to the cleaning task can be 5 or 10 or other values, and the specific value is not specifically required.
[0092] The toilet task refers to the process of the user completing the toilet task of the electronic pet according to the set procedure. Based on this, when the user and the electronic pet complete the toilet task, the increment of the first mood representation value corresponding to the toilet task can be obtained, and the current mood representation value of the electronic pet is increased by the increment of the first mood representation value to obtain the increased mood representation value. As an example, the increment of the first mood representation value corresponding to the toilet task can be 5 or 10 or other values, and the specific value is not specifically required.
[0093] The treatment task refers to when the electronic pet is sick (simulated sick), the user completes the treatment process of the electronic pet according to the set program. Based on this, when the user and the electronic pet complete the treatment task, the first mood representation value increment corresponding to the treatment task can be obtained, and the current mood representation value of the electronic pet is increased by the first mood representation value increment to obtain the increased mood representation value. As an example, the first mood representation value increment corresponding to the treatment task can be 5 or 10 or other values, and the specific value is not specifically required.
[0094] Travel tasks refer to the second type of interaction between the user and the electronic pet, which is used to simulate the electronic pet going on a trip. Specifically, the user can complete the travel process for the electronic pet according to the set program. Based on this, when the user and the electronic pet complete the travel task, the first mood representation value increment corresponding to the travel task can be obtained, and the current mood representation value of the electronic pet is increased by the first mood representation value increment to obtain the increased mood representation value. As an example, the first mood representation value increment corresponding to the travel task can be 5 or 10 or other values, and the specific value is not specifically required. Every time the electronic pet completes a trip to a travel destination, the electronic pet is allocated a first mood representation value increment.
[0095] Game tasks refer to the third type of interaction between the user and the electronic pet, which is used to simulate the user playing with the electronic pet, that is, the user plays various small games provided by the electronic pet. Based on this, when the user and the electronic pet complete the game task, the first mood characterization value increment corresponding to the game task can be obtained, and the current mood characterization value of the electronic pet is increased by the first mood characterization value increment to obtain the increased mood characterization value. As an example, the first mood characterization value increment corresponding to the game task can be 5 or 10 or other values, and the specific value is not required. For each game, the user allocates a first mood characterization value increment to the electronic pet every time he completes a game.
[0096] In the above-mentioned embodiments, some situations in which the mood representation value of the electronic pet increases are introduced, and in other situations, the mood representation value of the electronic pet decreases.
[0097] In an optional embodiment, the mood representation value of the electronic pet gradually decreases during the preset non-resting period. In other words, the present application also controls the mood representation value of the electronic pet to gradually decrease during the preset non-resting period, thereby further increasing the spirituality of the electronic pet, improving the intelligence of the electronic pet, and overcoming the problem that the electronic pet's performance is too rigid and dull.
[0098] As an example, the non-resting period of the electronic pet is 7:00-22:00, and the other periods are the resting time of the electronic pet. During the resting period, the mood representation value of the electronic pet remains unchanged. Optionally, during the non-resting period, even if the electronic pet is offline, its mood representation value will gradually decrease.
[0099] In an optional embodiment, the mood representation value of the electronic pet can be controlled to decrease at a uniform speed during a preset non-resting period. For example, the maximum mood representation value of the electronic pet is 100 (i.e., the mood representation value of the electronic pet will not increase indefinitely, and after increasing to 100, even if the mood representation value increment is obtained, the mood representation value of the electronic pet will not increase, but remain unchanged), and the mood representation value of the electronic pet decreases by 5 per hour during the preset non-resting period, or decreases by 10 per hour, etc.
[0100] For example, assuming that the mood representation value of the electronic pet decreases by 5 every hour during the preset non-rest period, at 7:00, the mood representation value of the electronic pet is 90. Between 7:00 and 8:00, the user does not perform any of the above-mentioned interactive tasks with the electronic pet, then at 8:00, the mood representation value of the electronic pet will drop to 85; if between 7:00 and 8:00, the user interacts with the electronic pet and completes the tasks of eating and drinking water, then based on the food eaten, the mood representation value of the electronic pet increases by 5, and based on the beverage drunk, the mood representation value of the electronic pet increases by 5, then the mood representation value of the electronic pet increases to 100, then, at 8:00, the mood representation value of the electronic pet will drop to 95.
[0101] In the above embodiment, regardless of whether the user interacts with the electronic pet, the mood representation value of the electronic pet will decrease uniformly during the preset non-rest period. In another optional embodiment, the mood representation value of the electronic pet can be controlled to decrease during the preset non-rest period according to the continuous non-interaction time.
[0102] Optionally, if the continuous non-interaction time between the user and the electronic pet is less than the time threshold, the mood representation value of the electronic pet is controlled not to change with the change of the continuous non-interaction time. In other words, if the user does not interact with the electronic pet for a short period of time, the mood representation value of the electronic pet will not decrease.
[0103] For example, if the user does not interact with the electronic pet within 2 hours, the mood representation value of the electronic pet will not decrease.
[0104] If the continuous non-interaction time between the user and the electronic pet is greater than or equal to the time threshold, the mood representation value of the electronic pet is controlled to decrease at a uniform rate. In other words, only when the user does not interact with the electronic pet for a long time, the mood representation value of the electronic pet will decrease at a uniform rate over time.
[0105] For example, if the user does not interact with the electronic pet within 2 hours, the mood representation value of the electronic pet will not decrease. If the user still does not interact with the electronic pet for more than 2 hours, the mood representation value of the electronic pet will decrease at a uniform rate. The uniform decrease here means that the user will decrease at a uniform rate during the period of time when the user does not interact with the electronic pet. After the user interacts with the electronic pet, the mood representation value of the electronic pet will no longer decrease.
[0106] For example, at 7:00, the mood representation value of the electronic pet is 90. Between 7:00 and 10:00, the user does not interact with the electronic pet. Then, at 8:00, the mood representation value of the electronic pet will not decrease and will remain at 90. At 9:00, the mood representation value of the electronic pet will begin to decrease at a uniform rate, such as decreasing by 5 per hour. Then, at 9:00, the mood representation value of the child pet will decrease to 85, and at 10:00, it will decrease to 80. Alternatively, at 9:00, the mood representation value of the child pet will remain at 90, and at 10:00, it will decrease to 85. If the user interacts with the electronic pet before 11:00, such as at 10:25, the mood representation value of the electronic pet will no longer decrease. Afterwards, if the user still interacts with the electronic pet intermittently, if the continuous time for which the user does not interact with the electronic pet is less than 2 hours, the mood representation value of the electronic pet will not decrease; if the continuous time for which the user does not interact with the electronic pet is greater than 2 hours, the mood representation value of the electronic pet will begin to decrease at a uniform rate, and the cycle will continue.
[0107] Corresponding to the method embodiment, the present application also provides a human-computer interaction device. A structural schematic diagram of the human-computer interaction device provided in the embodiment of the present application is as follows: Figure 4 As shown, this may include:
[0108] Monitoring module 401, adjustment module 402 and control module 403;
[0109] Among them, the monitoring module 401 is used to monitor the interaction with the user;
[0110] The adjustment module 402 is used for increasing the mood representation value of the electronic pet based on any interactive task if the interactive situation represents that the user and the electronic pet complete any interactive task among a plurality of interactive tasks;
[0111] The control module 403 is used to control the electronic pet to display the mood corresponding to the increased mood representation value.
[0112] The human-computer interaction device provided in the embodiment of the present application is used for electronic pets. The electronic pets have increased mood expressions. During the interaction between the user and the electronic pet, the mood of the electronic pet is changed according to the task completed by the interaction, so that the communication and interaction behavior between the user and the electronic pet directly affects the mood of the electronic pet, making the electronic pet more smart and more like a real animal pet, improving the spiritual comfort effect of the electronic pet on the user, and increasing the intelligence of the electronic pet.
[0113] In an optional embodiment, when the adjustment module 402 increases the mood representation value of the electronic pet based on any interactive task, it is used to:
[0114] Obtaining a first mood representation value increment corresponding to any one of the interactive tasks, and increasing a current mood representation value of the electronic pet by the first mood representation value increment to obtain an increased mood representation value;
[0115] Alternatively, a second mood representation value increment corresponding to the virtual resource used to complete any interactive task is obtained, and the current mood representation value of the electronic pet is increased by the second mood representation value increment to obtain an increased mood representation value.
[0116] In an optional embodiment, when the control module 403 controls the electronic pet to display the mood corresponding to the increased mood representation value, it is used to:
[0117] Controlling the electronic pet to display the mood corresponding to the increased mood representation value through at least one of expression, sound, and body movement;
[0118] When showing different emotions, the electronic pet has at least one difference in the following aspects: expression, voice, and body movement.
[0119] In an optional embodiment, the multiple interactive tasks include at least two of the following three interactive tasks:
[0120] Feeding tasks, travel tasks, and game tasks;
[0121] The feeding task refers to the first type of interaction between the user and the electronic pet, wherein the first type of interaction is used to simulate feeding food or drink to the electronic pet, bathing the electronic pet, helping the electronic pet to go to the toilet, or treating the electronic pet;
[0122] The travel task refers to the second type of interaction between the user and the electronic pet, and the second type of interaction is used to simulate the electronic pet traveling;
[0123] The game-type task refers to the third type of interaction between the user and the electronic pet, and the third type of interaction is used to simulate the user playing with the electronic pet.
[0124] In an optional embodiment, the control module 403 is further configured to:
[0125] The mood representation value of the electronic pet is controlled to gradually decrease during a preset non-resting period.
[0126] In an optional embodiment, when the control module 403 controls the mood representation value of the electronic pet to gradually decrease during a preset non-resting period, it is used to:
[0127] Controlling the mood representation value of the electronic pet to decrease at a uniform speed during a preset non-resting period;
[0128] Alternatively, the mood representation value of the electronic pet is controlled to decrease during a preset non-resting period according to the continuous non-interaction time.
[0129] In an optional embodiment, when the control module 403 controls the mood representation value of the electronic pet to decrease during a preset non-resting period according to the continuous non-interaction time, it is used to:
[0130] If the continuous non-interaction time is less than the time threshold, controlling the mood representation value of the electronic pet not to change with the change of the continuous non-interaction time;
[0131] If the continuous non-interaction time is greater than or equal to the time threshold, the mood representation value of the electronic pet is controlled to decrease at a uniform speed.
[0132] The present application also provides an electronic device in an embodiment. Figure 5 As shown, it shows a structural schematic diagram of an electronic device suitable for implementing the embodiment of the present application. The electronic device in the embodiment of the present application can be a pet robot, or it can be an electronic device capable of running an electronic pet program (ie, a digital pet). Figure 5 The electronic device shown is merely an example and should not bring any limitation to the functions and scope of use of the embodiments of the present application.
[0133] like Figure 5As shown, the electronic device may include a processing device (e.g., a central processing unit, a graphics processing unit, etc.) 501, which can perform various appropriate actions and processes according to a program stored in a read-only memory (ROM) 502 or a program loaded from a storage device 508 to a random access memory (RAM) 503. When the electronic device is powered on, various programs and data required for the operation of the electronic device are also stored in the RAM 503. The processing device 501, the ROM 502, and the RAM 503 are connected to each other via a bus 504. An input / output (I / O) interface 505 is also connected to the bus 504.
[0134] Typically, the following devices may be connected to the I / O interface 505: an input device 506 including, for example, a touch screen, a touch pad, a keyboard, a mouse, a camera, a microphone, an accelerometer, a gyroscope, etc.; an output device 507 including, for example, a liquid crystal display (LCD), a speaker, a vibrator, etc.; a storage device 508 including, for example, a memory card, a hard disk, etc.; and a communication device 509. The communication device 509 may allow the electronic device to communicate with other devices wirelessly or by wire to exchange data. Although Figure 5 An electronic device having various devices is shown, but it should be understood that it is not required to implement or possess all the devices shown. More or fewer devices may be implemented or possessed instead.
[0135] An embodiment of the present application also provides a computer program product including computer-readable instructions. When the computer-readable instructions are executed on an electronic device, the electronic device implements any human-computer interaction method provided in the embodiment of the present application.
[0136] A computer-readable storage medium is also provided in an embodiment of the present application. The storage medium carries one or more computer programs. When the one or more computer programs are executed by an electronic device, the electronic device can implement any human-computer interaction method provided in the embodiment of the present application.
[0137] It should be noted that the device embodiments described above are merely schematic, wherein the units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, they may be located in one place, or they may be distributed over multiple network units. Some or all of the modules may be selected according to actual needs to achieve the purpose of the scheme of this embodiment. In addition, in the drawings of the device embodiments provided by the present application, the connection relationship between the modules indicates that there is a communication connection between them, which may be specifically implemented as one or more communication buses or signal lines.
[0138] Through the description of the above implementation mode, the technicians in the field can clearly understand that the present application can be implemented by means of software plus necessary general hardware, and of course, it can also be implemented by special hardware including special integrated circuits, special CPUs, special memories, special components, etc. In general, all functions completed by computer programs can be easily implemented by corresponding hardware, and the specific hardware structure used to implement the same function can also be various, such as analog circuits, digital circuits or special circuits. However, for the present application, software program implementation is a better implementation mode in more cases. Based on such an understanding, the technical solution of the present application is essentially or the part that contributes to the prior art can be embodied in the form of a software product, which is stored in a readable storage medium, such as a computer floppy disk, a U disk, a mobile hard disk, a ROM, a RAM, a disk or an optical disk, etc., including a number of instructions to enable a computer device (which can be a personal computer, a training device, or a network device, etc.) to execute the methods described in each embodiment of the present application.
[0139] In the above embodiments, all or part of the embodiments may be implemented by software, hardware, firmware, or any combination thereof. When implemented by software, all or part of the embodiments may be implemented in the form of a computer program product. Professionals and technicians may use different methods to implement the described functions for each specific solution, but such implementation should not be considered beyond the scope of this application.
[0140] The computer program product includes one or more computer instructions. When the computer program instructions are loaded and executed on a computer, the process or function described in the embodiment of the present application is generated in whole or in part. The computer may be a general-purpose computer, a special-purpose computer, a computer network, or other programmable devices. The computer instructions may be stored in a computer-readable storage medium, or transmitted from one computer-readable storage medium to another computer-readable storage medium. For example, the computer instructions may be transmitted from a website site, a computer, a training device, or a data center by wired (e.g., coaxial cable, optical fiber, digital subscriber line (DSL)) or wireless (e.g., infrared, wireless, microwave, etc.) mode to another website site, computer, training device, or data center. The computer-readable storage medium may be any available medium that a computer can store or a data storage device such as a training device, a data center, etc. that includes one or more available media integrations. The available medium may be a magnetic medium, (e.g., a floppy disk, a hard disk, a tape), an optical medium (e.g., a DVD), or a semiconductor medium (e.g., a solid-state drive (SSD)), etc.
[0141] The various embodiments in this specification are described in a progressive manner, and each embodiment focuses on the differences from other embodiments. The same or similar parts between the various embodiments can be referenced to each other.
[0142] The above description of the disclosed embodiments enables those skilled in the art to implement or use the present application. Various modifications to these embodiments will be apparent to those skilled in the art, and the general principles defined herein may be implemented in other embodiments without departing from the spirit or scope of the present application. Therefore, the present application will not be limited to the embodiments shown herein, but will conform to the widest scope consistent with the principles and novel features disclosed herein.
Claims
1. A human-computer interaction method, characterized in that: For electronic pets, the method comprises: Monitor interactions with users; If the interaction situation indicates that the user and the electronic pet complete any one of a plurality of interaction tasks, increase the mood representation value of the electronic pet based on the any one of the interaction tasks; The electronic pet is controlled to display a mood corresponding to the increased mood representation value.
2. The method according to claim 1, characterized in that The step of increasing the mood representation value of the electronic pet based on any one of the interactive tasks includes: Obtaining a first mood representation value increment corresponding to any one of the interactive tasks, and increasing a current mood representation value of the electronic pet by the first mood representation value increment to obtain an increased mood representation value; Alternatively, a second mood representation value increment corresponding to the virtual resource used to complete any interactive task is obtained, and the current mood representation value of the electronic pet is increased by the second mood representation value increment to obtain an increased mood representation value.
3. The method according to claim 1, characterized in that: The step of controlling the electronic pet to display a mood corresponding to the increased mood representation value includes: Controlling the electronic pet to display the mood corresponding to the increased mood representation value through at least one of expression, sound, and body movement; When showing different emotions, the electronic pet has at least one difference in the following aspects: expression, voice, and body movement.
4. The method according to claim 1, characterized in that The multiple interactive tasks include at least two of the following three interactive tasks: Feeding tasks, travel tasks, and game tasks; The feeding task refers to the first type of interaction between the user and the electronic pet, wherein the first type of interaction is used to simulate feeding food or drink to the electronic pet, bathing the electronic pet, helping the electronic pet to go to the toilet, or treating the electronic pet; The travel task refers to the second type of interaction between the user and the electronic pet, and the second type of interaction is used to simulate the electronic pet traveling; The game-type task refers to the third type of interaction between the user and the electronic pet, and the third type of interaction is used to simulate the user playing with the electronic pet.
5. The method according to claim 1, characterized in that Also includes: The mood representation value of the electronic pet is controlled to gradually decrease during a preset non-resting period.
6. The method according to claim 5, characterized in that Controlling the mood representation value of the electronic pet to gradually decrease during a preset non-resting period includes: Controlling the mood representation value of the electronic pet to decrease at a uniform speed during a preset non-resting period; Alternatively, the mood representation value of the electronic pet is controlled to decrease during a preset non-resting period according to the continuous non-interaction time.
7. The method according to claim 6, characterized in that Controlling the mood representation value of the electronic pet to decrease during a preset non-resting period according to the continuous non-interaction time, includes: If the continuous non-interaction time is less than the time threshold, controlling the mood representation value of the electronic pet not to change with the change of the continuous non-interaction time; If the continuous non-interaction time is greater than or equal to the time threshold, the mood representation value of the electronic pet is controlled to decrease at a uniform speed.
8. A human-computer interaction device, characterized in that: For electronic pets, the device comprises: A monitoring module, used to monitor the interaction with the user; an adjustment module, configured to increase a mood representation value of the electronic pet based on any interactive task if the interactive situation represents that the user and the electronic pet complete any interactive task among a plurality of interactive tasks; The control module is used to control the electronic pet to display a mood corresponding to the adjusted mood representation value.
9. A computer program product, characterized in that It comprises computer-readable instructions, and when the computer-readable instructions are executed on an electronic device, the electronic device implements the human-computer interaction method as claimed in any one of claims 1 to 7.
10. An electronic device, characterized in that: The electronic device comprises at least one processor and a memory connected to the processor, wherein: The memory is used to store computer programs; The processor is used to execute the computer program so that the electronic device can implement the human-computer interaction method as described in any one of claims 1 to 7.
11. A computer storage medium, characterized in that: The storage medium carries one or more computer programs, and when the one or more computer programs are executed by an electronic device, the electronic device can implement the human-computer interaction method as described in any one of claims 1 to 7.