Rhythm activity interaction method, device, equipment, product and system

By evaluating and feedbacking participants' rhythmic postures in real time, the problem of lack of evaluation mechanism and interactivity in the existing technology is solved, and efficient learning and fun improvement of rhythmic activities is achieved.

CN119418567APending Publication Date: 2025-02-11IFLYTEK CO LTD
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Patent Information

Application Number
CN202411486949.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-23
Publication Date
2025-02-11

AI Technical Summary

Technical Problem

The existing rhythm activity teaching methods lack an effective evaluation mechanism, which is difficult to stimulate participants' enthusiasm and competitive awareness. Participants can only passively imitate and lack real-time interaction, which affects the effectiveness and fun of rhythm learning.

Method used

By capturing the target object's current pose and target pose for precise matching, we evaluate the participant's movements in real time, determine their interaction scores, and promote positive interaction between participants and rhythmic activities through real-time interactive feedback information.

Benefits of technology

The objective quantification of rhythm learning effects is achieved, the interactivity and fun of rhythm activities is improved, the motivation and desire for learning are stimulated, and competitive elements are introduced, which enhances the enthusiasm and investment of participants.

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Abstract

The invention provides a rhythm activity interaction method, device, equipment, product and system, and the method comprises the steps: obtaining the current posture of each target object in a target region; the current postures of all the target objects are matched with target postures, the current interaction scores of all the target objects are determined according to the matching result, and the target postures represent the standard postures of the rhythm activities at the current moment; and outputting interaction feedback information at the current moment, wherein the interaction feedback information comprises the current interaction score of each target object. According to the method, the performance of the participants can be evaluated and fed back in real time, the interactivity and interestingness of the rhythm activities are improved, the participation motivation and expression desire of the participants are stimulated, and the rhythm activity effect is improved.
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Description

Technical Field

[0001] The present application relates to the field of artificial intelligence technology, and specifically to a rhythmic activity interactive method, device, equipment, product and system. Background Art

[0002] In today's world where education and entertainment are integrated, rhythmic activities, as a teaching method that combines education with entertainment, have gradually gained attention in various teaching, entertainment and fitness activities in recent years. However, currently, it usually relies on the instructor's on-site demonstration or pre-recorded video interpretation to guide participants to perform rhythmic activities. Although this method can achieve the purpose of rhythmic teaching to a certain extent, it has significant limitations. On the one hand, there is a lack of effective evaluation mechanism to quantify the performance of participants, which makes it difficult to stimulate the enthusiasm and competitive consciousness of participants. On the other hand, participants can only passively imitate and lack real-time interaction, which affects the effect and fun of rhythmic learning. Summary of the invention

[0003] In view of this, the embodiments of the present application are committed to providing a rhythmic activity interactive method, device, equipment, product and system that can evaluate and provide feedback on participant performance in real time, improve the interactivity and fun of rhythmic activities, and thereby improve the effectiveness of rhythmic activities.

[0004] The rhythmic activity interaction method provided in the embodiment of the present application can accurately evaluate whether the participant's actions are in place, and then determine their interaction scores, thereby achieving objective quantification of the rhythmic learning effect, by accurately matching the captured current posture of the target object with the target posture (i.e., the standard posture of the rhythmic activity at the current moment); on the other hand, through interactive feedback information including real-time interactive scores, it promotes active interaction between participants and rhythmic activities. Participants no longer simply follow demonstrations, but need to constantly adjust their actions based on feedback to achieve higher scores; further, through real-time output of interactive feedback information of each participant, the method naturally introduces a competitive element. Participants can compare scores with each other and compete for higher rankings. This competitive atmosphere helps to stimulate the learning motivation and desire to perform of the participants.

[0005] According to a first aspect of an embodiment of the present application, a rhythmic activity interaction method is provided, comprising:

[0006] Get the current posture of each target object in the target area;

[0007] Matching the current posture of each target object with the target posture, and determining the current interaction score of each target object according to the matching result, wherein the target posture represents the standard posture of the rhythmic activity at the current moment;

[0008] The interactive feedback information at the current moment is output, and the interactive feedback information includes the current interactive score of each target object.

[0009] Optionally, the interactive feedback information also includes motivational information, and outputting the interactive feedback information at the current moment includes:

[0010] When the current interaction score of the first target object is greater than a preset score threshold, first incentive information is output, where the first incentive information is used to motivate the first target object.

[0011] Optionally, output the interactive feedback information at the current moment, including:

[0012] A first image is output, wherein the first image includes a current posture of each target object and interactive feedback information of each target object, wherein the interactive feedback information of the first target object is located at a set position of the first target object image.

[0013] Optionally, the current posture of each target object is matched with the target posture, and the current interaction score of each target object is determined according to the matching result, including:

[0014] Determine the similarity between the current posture of each target object and the target posture;

[0015] Determine the similarity interval corresponding to each target object according to the similarity between the current posture of each target object and the target posture and the size relationship with the preset similarity threshold, wherein the preset similarity threshold includes at least one similarity threshold;

[0016] The current interaction score of each target object is determined according to the similarity interval corresponding to each target object and the first mapping relationship, where the first mapping relationship includes a mapping relationship between the similarity interval and the interaction score.

[0017] Optionally, the method further includes:

[0018] Based on the interactive feedback information of the target area at each moment in the first rhythmic activity, an activity report of the first rhythmic activity is generated, the activity report including at least one of the activity participation duration, key frame images and activity scores of the target area, the key frame images including the current postures of each target object in the target area and the interactive feedback information of each target object, the key frame images satisfy preset key frame selection rules, and the activity score is calculated and determined based on the interactive feedback information of each target object at each moment.

[0019] Optionally, the target area includes multiple target areas;

[0020] Generating an activity report of the first rhythmic activity according to the interactive feedback information of the target area at each moment in the first rhythmic activity, including:

[0021] Based on the interactive feedback information of each target area at each moment in the first rhythmic activity, an activity report of the first rhythmic activity is generated, and the activity report includes the activity participation duration of each target area, the key frame image and at least one of the activity scores, and / or includes the activity score ranking of each target area.

[0022] According to a second aspect of an embodiment of the present application, a rhythmic activity interactive device is provided, comprising:

[0023] The first unit is used to obtain the current posture of each target object in the target area;

[0024] The second unit is used to match the current posture of each target object with the target posture, and determine the current interaction score of each target object according to the matching result, wherein the target posture represents the standard posture of the rhythmic activity at the current moment;

[0025] The third unit is used to output the interaction feedback information at the current moment, where the interaction feedback information includes the current interaction score of each target object.

[0026] According to a third aspect of an embodiment of the present application, there is provided an electronic device, including: a memory and a processor;

[0027] The memory is connected to the processor and is used to store programs;

[0028] The processor is used to implement the rhythmic activity interaction method as described in any one of the first aspects of the embodiments of the present application by running the program in the memory.

[0029] According to a fourth aspect of an embodiment of the present application, a computer program product is provided, comprising computer program instructions, which, when executed by a processor, enable the processor to implement a rhythmic activity interaction method as described in any one of the first aspects of the embodiments of the present application.

[0030] According to a fifth aspect of the embodiment of the present application, a rhythmic activity interactive system is provided, comprising: an image acquisition module and a rhythmic activity interactive module, wherein the image acquisition module is communicatively connected with the rhythmic activity interactive module;

[0031] The image acquisition module is used to acquire a current image of the target area and send the current image to the rhythmic activity interaction module;

[0032] The rhythmic activity interaction module is used to obtain the current posture of each target object in the target area; match the current posture of each target object with the target posture, and determine the current interaction score of each target object according to the matching result, wherein the target posture represents the standard posture of the rhythmic activity at the current moment; and output the interaction feedback information at the current moment, wherein the interaction feedback information includes the current interaction score of each target object.

[0033] The rhythmic activity interaction method provided in the embodiment of the present application first obtains the current posture of each target object in the target area, then matches the current posture of each target object with the target posture, determines the current interaction score of each target object according to the matching result, and the target posture represents the standard posture of the rhythmic activity at the current moment; finally, outputs the interaction feedback information at the current moment, and the interaction feedback information includes the current interaction score of each target object.

[0034] The rhythmic activity interaction method provided in the embodiment of the present application can accurately evaluate whether the participant's actions are in place, and then determine their interaction scores, thereby achieving objective quantification of the rhythmic learning effect, by accurately matching the captured current posture of the target object with the target posture (i.e., the standard posture of the rhythmic activity at the current moment); on the other hand, through interactive feedback information including real-time interactive scores, it promotes active interaction between participants and rhythmic activities. Participants no longer simply follow demonstrations, but need to constantly adjust their actions based on feedback to achieve higher scores; further, through real-time output of interactive feedback information of each participant, the method naturally introduces a competitive element. Participants can compare scores with each other and compete for higher rankings. This competitive atmosphere helps to stimulate the learning motivation and desire to perform of the participants. BRIEF DESCRIPTION OF THE DRAWINGS

[0035] In order to more clearly illustrate the embodiments of the present application or the technical solutions in the prior art, the drawings required for use in the embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are only embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on the provided drawings without paying any creative work.

[0036] Figure 1 A schematic diagram of the structure of a rhythmic activity interactive system provided in an embodiment of the present application.

[0037] Figure 2 A schematic flow chart of a rhythmic activity interaction method provided in an embodiment of the present application.

[0038] Figure 3 A flowchart of another rhythmic activity interaction method provided in an embodiment of the present application.

[0039] Figure 4 A schematic diagram of the structure of a rhythmic activity interactive device provided in an embodiment of the present application.

[0040] Figure 5 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0041] The technical solution of the embodiment of the present application is applicable to various scenarios where rhythmic activities are required, including but not limited to students' rhythmic activities during breaks or classes (such as desk exercises, gesture dances, etc.), fitness courses, dance teaching, music rhythm training, children's educational games, rehabilitation treatments and other fields or scenarios. In these scenarios, participants need to perform activities according to preset rhythmic rhythms and standard postures, and this technical solution can capture and analyze the posture data of participants in real time, and accurately match them with the target posture to evaluate whether their movements are accurate. Through instant feedback of interactive scores and action improvement suggestions, participants are helped to adjust and optimize their movements, improve the learning effect and fun of rhythmic activities, and introduce competitive elements to enhance the enthusiasm and involvement of participants.

[0042] The technical solution provided in the embodiments of the present application can be exemplarily applied to hardware devices such as processors, electronic devices, servers (including cloud servers), or packaged into software programs to be run. When the hardware device executes the processing of the technical solution of the embodiments of the present application, or the above-mentioned software program is run, the automatic splitting of the target task and the automatic calling of the application program interface required for the task can be achieved to complete the purpose of the target task. The embodiments of the present application only exemplarily introduce the specific processing of the technical solution of the present application, and do not limit the specific implementation form of the technical solution of the present application. Any technical implementation form that can execute the processing of the technical solution of the present application can be adopted by the embodiments of the present application.

[0043] The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of this application.

[0044] Before introducing this application solution, the relevant technologies are first introduced:

[0045] In today's world where education and entertainment are integrated, rhythmic activities, as a teaching method that combines education with entertainment, have gradually gained attention in various teaching, entertainment and fitness activities in recent years. However, currently, it usually relies on the instructor's on-site demonstration or pre-recorded video interpretation to guide participants to perform rhythmic activities. Although this method can achieve the purpose of rhythmic teaching to a certain extent, it has significant limitations. On the one hand, there is a lack of effective evaluation mechanism to quantify the performance of participants, which makes it difficult to stimulate the enthusiasm and competitive consciousness of participants. On the other hand, participants can only passively imitate and lack real-time interaction, which affects the effect and fun of rhythmic learning.

[0046] In view of this, the embodiments of the present application are committed to providing a rhythmic activity interactive method, device, equipment, product and system, which can evaluate and provide feedback on the performance of participants in real time, improve the interactivity and fun of rhythmic activities, and thus improve the effectiveness of rhythmic activities, which will be described in detail one by one in the following embodiments.

[0047] Exemplary Systems

[0048] For ease of understanding, firstly, an exemplary introduction to the implementation environment of the rhythmic activity interactive method provided in the embodiment of the present application is given. Figure 1 , Figure 1 Schematic diagram of the structure of a rhythmic activity interactive system. The rhythmic activity interactive method provided in the present application can be exemplarily applied to the rhythmic activity interactive system.

[0049] like Figure 1 As shown, the rhythmic activity interactive system includes an image acquisition module and a rhythmic activity interactive module, wherein the image acquisition module is in communication connection with the rhythmic activity interactive module.

[0050] The image acquisition module is used to acquire the current image of the target area and send the current image to the rhythmic activity interaction module.

[0051] Specifically, the image acquisition module can be any functional component that can support image capture and transmission, such as a high-definition camera, infrared sensor or depth camera, etc. These devices can accurately capture the dynamic images of each target object in the target area, providing a data basis for the execution of the subsequent rhythmic activity interaction method. The specific image acquisition and image processing process, such as image preprocessing, target detection and tracking, etc., can refer to the implementation process of existing image acquisition and processing technologies.

[0052] Optionally, in order to more comprehensively capture the dynamics of the target area, the image acquisition module may include multiple image capture devices to capture images from different angles and positions, thereby providing richer and more comprehensive image information.

[0053] The rhythmic activity interaction module is used to execute the rhythmic activity interaction method provided by the embodiment of the present application, including: after receiving the current image sent by the image acquisition module, the current posture of each target object in the target area is acquired according to the current image, and then the current posture of each target object is matched with the target posture (the target posture represents the standard posture of the rhythmic activity at the current moment), and the current interaction score of each target object is determined according to the matching result, and finally the interaction feedback information at the current moment is output in real time so that the user can understand his performance and adjust his actions, and the interaction feedback information includes the current interaction score of each target object. As for other specific implementations of the rhythmic activity interaction method, they will be specifically expanded in the subsequent content and will not be described in detail here.

[0054] Optionally, the rhythmic activity interactive module is deployed on a processor, and the server can be various types of processing devices. The specific type is determined according to the scale, application scenario and performance requirements of the rhythmic activity interactive system. It can be an independent server, a server group composed of multiple physical servers, or a cloud server providing cloud computing services, etc.

[0055] Furthermore, the system also includes a storage module and a playback module.

[0056] Wherein, the storage module is communicatively connected with the playing module.

[0057] The storage module is used to store at least one standard posture video of a rhythmic activity.

[0058] Specifically, the storage module stores standard posture videos of various rhythmic activities and has a rich resource library, covering a variety of media resources such as high-definition video and audio. Users can directly select the required resources from the storage module for playback or learning.

[0059] Furthermore, the storage module provides an audio and video file upload portal, supporting user-defined resource upload. Users can upload rhythmic activity videos or audio files made by themselves or obtained through other resource platforms according to their needs, so as to play and interact in the system, which promotes the diversification and innovation of rhythmic activities.

[0060] Furthermore, the storage module includes an audit submodule, which is used to audit the audio and video files uploaded by users to ensure that the uploaded resource content is healthy and legal. For example, first, advanced image recognition and text analysis technology is used to automatically screen illegal content, such as pornography, violence, illegal information, etc.; then the suspected illegal content marked by the system is manually reviewed to ensure the accuracy and fairness of the audit results; for resources that fail the audit, the system will promptly notify the user and explain the reason, and guide the user to modify or delete it.

[0061] Furthermore, the storage module also establishes a user reporting and feedback mechanism to encourage users to actively participate in supervision and jointly maintain a healthy and legal interactive environment for rhythmic activities.

[0062] Optionally, the storage module can be deployed on a high-performance server to ensure fast storage and retrieval of audio and video files; cloud storage technology can also be used to achieve distributed storage and backup of resources to improve system reliability and scalability.

[0063] The playing module is used to play the standard posture video of the first rhythmic activity in response to the user's playing operation on the standard posture video of the first rhythmic activity. The standard posture video of the first rhythmic activity is used to guide the participants to imitate and follow the standard posture and movements in the video while watching the video to perform the rhythmic activity. The participants can observe how the demonstrator in the video correctly performs the rhythm, including details such as posture, rhythm, and strength.

[0064] Specifically, the playback module is used to respond to the user's request to play a video of a standard posture of a specific rhythmic activity. When the user chooses to play a video of a standard posture of a certain rhythmic activity, the playback module retrieves and loads the corresponding video file from the storage module and then plays it on the user's terminal device.

[0065] Optionally, the playback module is integrated into an application program of a user terminal, or runs on a browser as a part of a Web application.

[0066] Furthermore, the system may also include a sharing module, which supports multiple sharing methods, such as link sharing, picture sharing, video sharing, etc., and can display the feedback information of rhythmic activities and activity reports generated based on the feedback information to more people, thereby increasing the interactivity, sociality and competitiveness of the system.

[0067] The rhythmic activity interactive system can be deployed in a variety of ways. Optionally, the rhythmic activity interactive system is deployed on a single terminal device with image capture, data processing and playback display functions, such as a smart phone, tablet computer, smart TV, smart large screen, etc. Optionally, the rhythmic activity interactive system adopts a distributed deployment method, and different modules are deployed on different devices. For example, the image acquisition module can be deployed on a camera or sensor, the rhythmic activity interactive module can be deployed on a server, the storage module can use cloud storage technology, and the playback module and sharing module can be deployed on a user terminal or a Web application.

[0068] Exemplary Methods

[0069] Figure 2 A flowchart of a rhythmic activity interaction method provided in an embodiment of the present application, which can be exemplarily applied to Figure 1 The rhythmic activity interactive system shown in FIG. 1 is specifically executed by the rhythmic activity interactive module in the rhythmic activity interactive system. Figure 2 As shown, the rhythmic activity interactive method provided in this embodiment includes steps S201-S203:

[0070] S201: Acquire the current posture of each target object in the target area.

[0071] The target area can be understood as a specific spatial range where the rhythmic activities are carried out. The target area can be a fixed area, such as a classroom, a dance studio, a gym, etc., or a dynamic area, such as a playground, an outdoor square, etc. The selection of the target area should ensure that all objects participating in the rhythmic activities can be clearly captured.

[0072] The target object can be understood as an individual participating in the rhythmic activity in the target area. During the rhythmic activity, the target object performs actions according to the guidance of the rhythmic activity, for example, watching the guidance video, imitating and following the standard postures and movements in the video.

[0073] The current posture can be understood as the human body posture presented by the target object at the current moment, which is the basis for evaluating the interactive performance of the target object's rhythmic activities.

[0074] Optionally, in order to accurately describe the current posture of the target object, the position information of multiple key points of the target object can be used to represent the current posture of the target object. Specifically, the key points are usually located at key parts of the human body, such as joints or feature points, and the overall contour and action posture of the human body can be outlined through the key points. Therefore, by determining the positions of the key points of the target object, the instant posture of the target object can be captured.

[0075] As an optional implementation method, “obtaining the current posture of each target object in the target area” includes steps A1-A2:

[0076] A1. Obtain the posture data of each target object in the target area.

[0077] The posture data may be image data, sensor data, etc. For example, an image capture device such as a high-definition camera or a depth camera is used to capture the target area in real time, thereby obtaining a current image containing the current state of the entire target object. For another example, a wearable device such as a smart bracelet, a motion capture device, etc. is deployed on the target object to obtain the posture data of the target object, such as acceleration, angular velocity, magnetism and other sensor information.

[0078] A2. Perform human posture recognition analysis on the posture data of each target object in the target area to determine the current posture of each target object.

[0079] The human body posture recognition analysis can be understood as a process of extracting human body posture from posture data. The human body posture recognition analysis can be implemented in a variety of ways.

[0080] As an optional implementation, the human body posture recognition analysis is implemented based on the processing concept of the model. In this implementation, step A2 includes: inputting the posture data of each target object in the target area into a pre-trained posture estimation model, so that the posture estimation model performs human body posture recognition on the posture data to obtain the current posture of each target object in the target area.

[0081] In this implementation, a posture estimation model is pre-trained. The posture estimation model can be obtained by performing human posture recognition training on a first training sample, wherein the first training sample includes multi-person scene sample posture data and its corresponding label information (each person's annotated posture), and the human posture recognition training is performed so that the posture estimation model can determine the posture of each target object according to the multi-person scene sample posture data in the first training sample, and the loss function determined according to the posture of each target object output by the model and the annotated posture of each person in the label information meets the preset requirements. The trained posture estimation model can quickly and accurately process the newly input posture data and output the human posture of each target object in the posture data.

[0082] Optionally, the posture estimation model can be implemented based on a variety of deep learning neural network structures, such as CNN (Convolutional Neural Networks) network structure, RNN (Recurrent Neural Networks) network structure, CRNN (Convolutional Recurrent Neural Network) network structure, LSTM (Long Short-Term Memory) network structure, GRU (Gated Recurrent Unit) network structure, etc., which is not limited in this application.

[0083] Optionally, the human body posture recognition analysis can also be implemented based on image processing algorithms, machine learning algorithms and other processing concepts. Specifically, these algorithms can analyze and process posture data from different angles and levels, such as through feature extraction, classification recognition and other methods, to achieve accurate recognition of human body posture.

[0084] Step S202 is exemplarily described by taking the scenario of students doing desk exercises during recess as an example. In this scenario, the target area is a classroom, and a camera is arranged in the classroom to capture the activity images of students. The target area includes multiple target objects, i.e., students in the classroom, who are participating in the rhythmic activities of recess exercises under the guidance of a teacher or a video of recess exercises. The system obtains the current image of the classroom through the camera and inputs the image into a pre-trained posture estimation model. The model processes the image, identifies and outputs the current posture of each student, including the position information of key points such as the head, shoulders, elbows, wrists, hips, knees and ankles.

[0085] S202 , matching the current posture of each target object with the target posture, and determining the current interaction score of each target object according to the matching result, wherein the target posture represents the standard posture of the rhythmic activity at the current moment.

[0086] The target posture can be understood as the standard human posture that all participants should achieve at a specific moment in the rhythmic activity, that is, the ideal state of the rhythmic activity at that moment, and is an important benchmark for evaluating the performance of participants.

[0087] Before executing step S202, it is necessary to first obtain the target posture. Optionally, the target object performs the rhythmic activity by watching the rhythmic activity instruction video. The video processing technology and human posture recognition algorithm can be used to extract the human posture of the demonstrator in the corresponding video frame at the current moment from the instruction video of the rhythmic activity. The posture is the target posture at the current moment. Further, the human posture of the demonstrator in each frame can be determined and stored in advance. When the rhythmic activity reaches a certain moment, the system can retrieve the corresponding target posture from the stored data. Optionally, the target object performs the rhythmic activity by watching the teacher's live demonstration. The posture data of the teacher at the current moment can be captured by a deployed posture data capture device (such as an image capture device), and then the posture information of the teacher is extracted by using the human posture recognition technology. The posture information is the target posture at the current moment.

[0088] The current interaction score can be understood as a score given according to the degree of match between the current posture of each target object and the target posture in the rhythmic activity. This score reflects the performance of the target object in the rhythmic activity. The higher the score, the closer the posture of the target object is to the standard posture, that is, the better the performance.

[0089] The current posture of each target object is matched with the target posture. It can be realized by selecting a suitable implementation method according to the actual application scenario and demand, and this application does not limit this. Optionally, the similarity between the current posture of each target object and the target posture is calculated. This implementation method involves the extraction and comparison of posture features, such as the Euclidean distance of key point coordinates, cosine similarity, etc. Optionally, a machine learning algorithm, such as a support vector machine (SVM), a random forest (RandomForest) and other classifiers, is used to classify and identify the current posture, and a matching result is given according to the corresponding relationship between the classification result and the target posture. Optionally, deep learning techniques, such as convolutional neural networks (CNN), etc., can also be used to extract and match the posture image, so as to obtain a more accurate matching result.

[0090] As an optional implementation method, “matching the current posture of each target object with the target posture, and determining the current interaction score of each target object according to the matching result” includes steps B1-B2:

[0091] B1. Determine the similarity between the current posture of each target object and the target posture.

[0092] Optionally, a similarity measurement method (such as Euclidean distance, cosine similarity, shape context, etc.) is used to calculate the similarity between the current posture and the target posture.

[0093] Exemplarily, the similarity value is set between 0 and 1, where 1 indicates a complete match and 0 indicates a complete mismatch.

[0094] B2. Determine the activity score of each target object according to the similarity corresponding to each target object.

[0095] As an optional implementation, step B2 "determining the activity score of each target object according to the similarity corresponding to each target object" includes steps C1-C2:

[0096] C1. Determine the similarity interval corresponding to each target object according to the similarity between the current posture of each target object and the target posture and the size relationship with the preset similarity threshold, wherein the preset similarity threshold includes at least one similarity threshold.

[0097] The similarity threshold divides the range of similarity into multiple intervals. For example, the similarity value is set between 0 and 1, and the similarity threshold is 0.8, 0.6 and 0.4, then the similarity threshold divides the similarity into four intervals: (0.8-1.0) (0.6-0.8) (0.4-0.6) and (0.0-0.4).

[0098] Specifically, after obtaining the similarity between the current posture of each target object and the target posture, the system will compare the similarity of each target object with the preset similarity threshold, thereby determining the similarity interval to which the similarity of each target object belongs. This step can convert continuous similarity values ​​into discrete intervals, which is convenient for subsequent score mapping based on the intervals.

[0099] C2. Determine the current interaction score of each target object according to the similarity interval corresponding to each target object and the first mapping relationship, where the first mapping relationship includes a mapping relationship between the similarity interval and the interaction score.

[0100] The first mapping relationship can be understood as a correspondence between similarity intervals and interaction scores, which defines a score range or a specific score value corresponding to each similarity interval.

[0101] For example, the score corresponding to the interval (0.8-1.0) is set to 90-100 points, the score corresponding to the interval (0.6-0.8) is set to 75-89 points, the score corresponding to the interval (0.4-0.6) is set to 60-74 points, and the score corresponding to the interval (0.0-0.4) is set to 0-59 points. The system will search for the corresponding score range or score value in the first mapping relationship according to the similarity interval to which the target object belongs, and use it as the current interaction score of the target object.

[0102] As an optional implementation method, step B2 includes: mapping the similarity of each target object into an interaction score of each target object through a preset mapping function or a pre-trained machine learning model (mapping relationship learning has been completed).

[0103] Through step S202, the system can convert the similarity between the current posture of each target object and the target posture into a specific interaction score, so as to more intuitively evaluate the performance level of the target object in the rhythmic activity.

[0104] S203: Output the interaction feedback information at the current moment, where the interaction feedback information includes the current interaction score of each target object.

[0105] The interactive feedback information can be understood as the real-time evaluation data given based on the performance of the participants during the rhythmic activity. The output interactive feedback information is intended to reflect the performance level, participation, skill mastery or other relevant indicators of the participants in the rhythmic activity at the current moment.

[0106] The interactive feedback information includes the current interactive score of each target object. Through the current interactive score, the participant can intuitively understand the quantitative level of his or her own performance.

[0107] Optionally, the interactive feedback information may also include one or a combination of multiple items of ranking information, current progress, current posture, etc. of each target object at the current moment.

[0108] As an optional implementation manner, the interactive feedback information may also include motivational information for each target object.

[0109] The incentive information can be understood as a positive feedback information designed to encourage participants to participate in rhythmic activities more actively and improve performance. For example, the incentive information can be an incentive sign (such as a like, a love, etc.), a virtual medal, a point reward, a special title, an animation effect, a sound effect feedback, etc.

[0110] Optionally, when participants reach a certain score milestone, complete a specific action, or perform well, the system will output motivational messages to give them rewards or recognition.

[0111] In this implementation, optionally, outputting the interaction feedback information at the current moment includes: when the current interaction score of the first target object is greater than a preset score threshold, outputting first incentive information, wherein the first incentive information is used to motivate the first target object.

[0112] The preset score threshold can be understood as a preset score standard. If the interaction score of the first target object exceeds the standard, it means that the first target object performs well and needs to be encouraged. The preset score threshold can be set according to the difficulty of the rhythmic activity, the average level of the participants, or the requirements of the activity organizer.

[0113] Specifically, the system will detect in real time whether the interaction score of the first target object is greater than a preset score threshold. If the score of the first target object exceeds the threshold, the system will output corresponding incentive information. This information can be any one or more forms of the above-mentioned combination, such as displaying a virtual medal, playing a special sound effect, and displaying a text prompt of "Great!" on the screen.

[0114] In this implementation, outputting motivational information can positively motivate participants, making them feel that their efforts and progress are recognized. This recognition can stimulate the participants' internal motivation, prompting them to participate more actively in rhythmic activities and strive to improve their performance. At the same time, motivational information can also set an example for other participants and create a positive atmosphere for activities. This mechanism helps to improve the enthusiasm and participation of participants, promote the smooth progress of rhythmic activities and the continuous improvement of participants' skills.

[0115] As an optional implementation method, output the interactive feedback information at the current moment, including:

[0116] A first image is output, wherein the first image includes a current posture of each target object and interactive feedback information of each target object, wherein the interactive feedback information of the first target object is located at a set position of the first target object image.

[0117] In this implementation, the system needs to generate and output a comprehensive image containing the current postures of all participants and their respective interactive feedback information in real time, namely the first image. This image can be displayed on the screen at the event site in real time or transmitted to remote participants or audiences through the network.

[0118] For each target object, its interactive feedback information is marked at a set position of the target object's image in the first image. The set position can be selected at a conspicuous position associated with the participant's image that does not affect the viewing experience, such as above the head, on the side of the body, etc. In this way, the participant can see his or her performance data and feedback more intuitively.

[0119] Exemplarily, the system may use head detection technology to automatically identify and locate the head position of the target object in the image, and after identifying the head position of the target object, add interactive feedback information above or near the head position.

[0120] In this implementation, through the output of the first image, the participant can intuitively see his or her performance data and feedback, thereby more clearly understanding his or her performance level and improvement direction.

[0121] The rhythmic activity interaction method provided in the embodiment of the present application can accurately evaluate whether the participant's actions are in place, and then determine their interaction scores, thereby achieving objective quantification of the rhythmic learning effect, by accurately matching the captured current posture of the target object with the target posture (i.e., the standard posture of the rhythmic activity at the current moment); on the other hand, through interactive feedback information including real-time interactive scores, it promotes active interaction between participants and rhythmic activities. Participants no longer simply follow demonstrations, but need to constantly adjust their actions based on feedback to achieve higher scores; further, through real-time output of interactive feedback information of each participant, the method naturally introduces a competitive element. Participants can compare scores with each other and compete for higher rankings. This competitive atmosphere helps to stimulate the learning motivation and desire to perform of the participants.

[0122] As an optional implementation, Figure 3 As shown, the rhythmic activity interaction method provided in this embodiment further includes step S301:

[0123] S301. Generate an activity report of the first rhythmic activity according to the interactive feedback information of the target area at each moment in the first rhythmic activity, wherein the activity report includes at least one of the activity participation duration, key frame images and activity scores of the target area, wherein the key frame images include the current postures of each target object in the target area and the interactive feedback information of each target object, and the key frame images meet preset key frame selection rules. The activity score is calculated and determined based on the interactive feedback information of each target object at each moment.

[0124] The activity participation duration can be understood as the total duration of the target area participating in the first rhythmic activity, which helps to understand the duration of the activity and the degree of involvement of the participants.

[0125] The key frame images may include a series of images that capture wonderful moments during the first rhythmic activity. Each key frame image includes the current posture of each target object in the target area and interactive feedback information of each target object.

[0126] The key frame images are images selected according to preset key frame selection rules, and may include the highest scoring moment, the most interesting or challenging action moment, etc.

[0127] Optionally, the key frame selection rule is a rule for selecting key frames according to the interactive feedback information corresponding to the key frame image. For example, the image with the highest total interactive score of each target object in the image is determined as the key frame image. For example, the image with the largest amount of incentive information for each target object in the image is determined as the key frame image.

[0128] The activity score can be understood as the activity score calculated based on the interactive feedback information of each target object at each moment, reflecting the overall performance level of the participants during the entire activity.

[0129] Specifically, during the first rhythm activity, the system will continuously collect interactive feedback information at each moment in the target area, and then generate an activity report for the first rhythm activity. On the one hand, the activity report provides a comprehensive summary and analysis tool for rhythm activity organizers to help them understand the overall effect of the activity, the performance of the participants, and possible points for improvement. Based on the information provided by the activity report, event organizers can make more informed decisions, such as adjusting the event design, improving the interaction method, optimizing resource allocation, etc. On the other hand, the activity report can provide feedback and incentives for participants, prompting them to be more engaged and active in future activities. On the other hand, the activity report can also serve as a historical record of the activity for participants to review and share, enhancing the memory point and dissemination power of the activity.

[0130] As an optional implementation, the target area includes a plurality of target areas; and according to the interactive feedback information of the target area at each moment in the first rhythmic activity, an activity report of the first rhythmic activity is generated, including:

[0131] Based on the interactive feedback information of each target area at each moment in the first rhythmic activity, an activity report of the first rhythmic activity is generated, and the activity report includes the activity participation duration of each target area, the key frame image and at least one of the activity scores, and / or includes the activity score ranking of each target area.

[0132] In this implementation, the target area is no longer a single area, but includes multiple target areas, that is, in the first rhythmic activity, there are multiple different areas or teams (such as students in different classrooms) participating at the same time, and each area or team has its corresponding interactive feedback information.

[0133] In this implementation, the activity report includes report information of multiple target areas. Through the activity report, the performance of different target areas can be easily compared and analyzed.

[0134] Optionally, the activity report may include a ranking of activity scores in each region, which may stimulate the competitive spirit among participants and motivate them to participate in the activity with greater effort.

[0135] Optionally, generating an activity report of the first activity at predetermined time intervals (such as weekly, monthly, etc.) or specific time points helps to regularly monitor and provide feedback on the progress of the activity and evaluate the performance of the participants.

[0136] Optionally, the activity report can be obtained and disseminated through QR codes, etc. For example, in a teaching scenario, the activity report can be shared with students' parents so that parents can understand the students' participation in the activities and promote home-school co-education.

[0137] Exemplary Devices

[0138] Corresponding to the above-mentioned rhythmic activity interactive method, the embodiment of the present application also provides a rhythmic activity interactive device. Figure 4 is a schematic diagram of a structure of a rhythmic activity interactive device provided in an embodiment of the present application, such as Figure 4 As shown, the rhythmic activity interactive device provided in the embodiment of the present application includes:

[0139] The first unit 401 is used to obtain the current posture of each target object in the target area;

[0140] The second unit 402 is used to match the current posture of each target object with the target posture, and determine the current interaction score of each target object according to the matching result, wherein the target posture represents the standard posture of the rhythmic activity at the current moment;

[0141] The third unit 403 is used to output the interaction feedback information at the current moment, where the interaction feedback information includes the current interaction score of each target object.

[0142] The rhythmic activity interactive device provided in the embodiment of the present application can accurately evaluate whether the participant's actions are in place, and then determine their interaction scores, thereby achieving objective quantification of the rhythmic learning effect, by accurately matching the captured current posture of the target object with the target posture (i.e., the standard posture of the rhythmic activity at the current moment); on the other hand, through interactive feedback information including real-time interactive scores, it promotes active interaction between participants and rhythmic activities. Participants no longer simply follow demonstrations, but need to constantly adjust their actions based on feedback to achieve higher scores; further, through real-time output of interactive feedback information of each participant, the method naturally introduces a competitive element. Participants can compare scores with each other and compete for higher rankings. This competitive atmosphere helps to stimulate the learning motivation and desire to perform of the participants.

[0143] Optionally, the interactive feedback information further includes motivation information. The third unit 403 may be specifically used for:

[0144] When the current interaction score of the first target object is greater than a preset score threshold, first incentive information is output, where the first incentive information is used to motivate the first target object.

[0145] Optionally, the third unit 403 may be specifically used for:

[0146] A first image is output, wherein the first image includes a current posture of each target object and interactive feedback information of each target object, wherein the interactive feedback information of the first target object is located at a set position of the first target object image.

[0147] Optionally, the second unit 402 may be specifically used for:

[0148] Determine the similarity between the current posture of each target object and the target posture;

[0149] Determine the similarity interval corresponding to each target object according to the similarity between the current posture of each target object and the target posture and the size relationship with the preset similarity threshold, wherein the preset similarity threshold includes at least one similarity threshold;

[0150] The current interaction score of each target object is determined according to the similarity interval corresponding to each target object and the first mapping relationship, where the first mapping relationship includes a mapping relationship between the similarity interval and the interaction score.

[0151] Optionally, the device further comprises:

[0152] The fourth unit is used to generate an activity report of the first rhythmic activity according to the interactive feedback information of the target area at each moment in the first rhythmic activity, the activity report including at least one of the activity participation duration, key frame images and activity score of the target area, the key frame images including the current posture of each target object in the target area and the interactive feedback information of each target object, the key frame images satisfy the preset key frame selection rules, and the activity score is calculated and determined based on the interactive feedback information of each target object at each moment.

[0153] Optionally, the target area includes multiple target areas; and the fourth unit may be specifically used for:

[0154] Based on the interactive feedback information of each target area at each moment in the first rhythmic activity, an activity report of the first rhythmic activity is generated, and the activity report includes the activity participation duration of each target area, the key frame image and at least one of the activity scores, and / or includes the activity score ranking of each target area.

[0155] The rhythmic activity interactive device provided in this embodiment belongs to the same application concept as the rhythmic activity interactive method provided in the above embodiments of this application, and can execute the rhythmic activity interactive method provided in any of the above embodiments of this application, and has the corresponding functional modules and beneficial effects of executing the rhythmic activity interactive method. For technical details not fully described in this embodiment, please refer to the specific processing content of the rhythmic activity interactive method provided in the above embodiments of this application, and will not be repeated here.

[0156] The functions implemented by the above first unit 401, the second unit 402 and the third unit 403 may be implemented by the same or different processors, respectively, and the embodiment of the present application is not limited thereto.

[0157] It should be understood that the units in the above devices can be implemented in the form of a processor calling software. For example, the device includes a processor, the processor is connected to a memory, and instructions are stored in the memory. The processor calls the instructions stored in the memory to implement any of the above methods or realize the functions of each unit of the device, wherein the processor can be a general-purpose processor, such as a CPU or a microprocessor, etc., and the memory can be a memory in the device or a memory outside the device. Alternatively, the units in the device can be implemented in the form of hardware circuits, and the functions of some or all units can be realized by designing the hardware circuits. The hardware circuit can be understood as one or more processors; for example, in one implementation, the hardware circuit is an ASIC, and the functions of some or all of the above units are realized by designing the logical relationship of the components in the circuit; for another example, in another implementation, the hardware circuit can be implemented by PLD, taking FPGA as an example, which can include a large number of logic gate circuits, and the connection relationship between the logic gate circuits is configured by the configuration file, so as to realize the functions of some or all of the above units. All units of the above devices can be implemented in the form of a processor calling software, or in the form of hardware circuits, or in part by a processor calling software, and the remaining part is implemented in the form of hardware circuits.

[0158] In an embodiment of the present application, a processor is a circuit with the ability to process signals. In one implementation, the processor may be a circuit with the ability to read and run instructions, such as a CPU, a microprocessor, a GPU, or a DSP; in another implementation, the processor may implement certain functions through the logical relationship of a hardware circuit, and the logical relationship of the hardware circuit is fixed or reconfigurable, such as a hardware circuit implemented by an ASIC or PLD, such as an FPGA. In a reconfigurable hardware circuit, the process of the processor loading a configuration document to implement the hardware circuit configuration can be understood as the process of the processor loading instructions to implement the functions of some or all of the above units. In addition, it can also be a hardware circuit designed for artificial intelligence, which can be understood as an ASIC, such as an NPU, TPU, DPU, etc.

[0159] It can be seen that each unit in the above device can be one or more processors (or processing circuits) configured to implement the above method, such as: CPU, GPU, NPU, TPU, DPU, microprocessor, DSP, ASIC, FPGA, or a combination of at least two of these processor forms.

[0160] In addition, all or part of the units in the above device can be integrated together, or can be implemented independently. In one implementation, these units are integrated together and implemented in the form of a SOC. The SOC may include at least one processor for implementing any of the above methods or implementing the functions of each unit of the device. The type of the at least one processor may be different, for example, including a CPU and an FPGA, a CPU and an artificial intelligence processor, a CPU and a GPU, etc.

[0161] Exemplary Electronic Devices

[0162] Another embodiment of the present application also provides an electronic device, see Figure 5 As shown, the device includes:

[0163] Memory 200 and processor 210;

[0164] The memory 200 is connected to the processor 210 and is used to store programs;

[0165] The processor 210 is used to implement the rhythmic activity interaction method disclosed in any of the above embodiments by running the program stored in the memory 200.

[0166] Specifically, the electronic device may further include: a bus, a communication interface 220 , an input device 230 and an output device 240 .

[0167] The processor 210, the memory 200, the communication interface 220, the input device 230 and the output device 240 are connected to each other via a bus.

[0168] A bus may include a pathway that transfers information between components of a computer system.

[0169] The processor 210 may be a general-purpose processor, such as a general-purpose central processing unit (CPU), a microprocessor, etc., or an application-specific integrated circuit (ASIC), or one or more integrated circuits for controlling the execution of the program of the scheme of the present invention. It may also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field programmable gate array (FPGA) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components.

[0170] The processor 210 may include a main processor, and may also include a baseband chip, a modem, and the like.

[0171] The memory 200 stores a program for executing the technical solution of the present invention, and may also store an operating system and other key services. Specifically, the program may include a program code, and the program code includes a computer operation instruction. More specifically, the memory 200 may include a read-only memory (ROM), other types of static storage devices that can store static information and instructions, a random access memory (RAM), other types of dynamic storage devices that can store information and instructions, a disk storage, a flash, and the like.

[0172] The input device 230 may include a device for receiving data and information input by a user, such as a keyboard, a mouse, a camera, a scanner, a light pen, a voice input device, a touch screen, a pedometer, or a gravity sensor.

[0173] Output device 240 may include a device that allows information to be output to a user, such as a display screen, a printer, a speaker, etc.

[0174] The communication interface 220 may include any device such as a transceiver to communicate with other devices or communication networks, such as Ethernet, a radio access network (RAN), a wireless local area network (WLAN), etc.

[0175] The processor 210 executes the program stored in the memory 200 and calls other devices, which can be used to implement each step of any rhythmic activity interaction method provided in the above embodiments of the present application.

[0176] An embodiment of the present application also proposes a chip, which includes a processor and a data interface. The processor reads and runs the program stored in the memory through the data interface to execute the rhythmic activity interaction method introduced in any of the above embodiments. The specific processing process and its beneficial effects can be found in the introduction to the embodiment of the above-mentioned rhythmic activity interaction method.

[0177] Exemplary computer program products and storage media

[0178] In addition to the above-mentioned methods and devices, an embodiment of the present application may also be a computer program product, which includes computer program instructions, which, when executed by a processor, enable the processor to execute the steps of the rhythmic activity interaction method according to various embodiments of the present application described in the above-mentioned "Exemplary Method" section of this specification.

[0179] The computer program product may be written in any combination of one or more programming languages ​​to write program codes for performing the operations of the embodiments of the present application, including object-oriented programming languages, such as Java, C++, etc., and conventional procedural programming languages, such as "C" language or similar programming languages. The program code may be executed entirely on the user computing device, partially on the user device, as an independent software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server.

[0180] In addition, the embodiment of the present application may also be a storage medium on which a computer program is stored. The computer program is executed by a processor to execute the steps of the rhythmic activity interaction method according to various embodiments of the present application described in the above “Exemplary Method” section of this specification, and specifically the following steps may be implemented:

[0181] S201: Acquire the current posture of each target object in the target area.

[0182] S202 , matching the current posture of each target object with the target posture, and determining the current interaction score of each target object according to the matching result, wherein the target posture represents the standard posture of the rhythmic activity at the current moment.

[0183] S203: Output the interaction feedback information at the current moment, where the interaction feedback information includes the current interaction score of each target object.

[0184] For the aforementioned method embodiments, for the sake of simplicity, they are all described as a series of action combinations, but those skilled in the art should be aware that the present application is not limited by the order of the actions described, because according to the present application, some steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the present application.

[0185] It should be noted that each embodiment in this specification is described in a progressive manner, and each embodiment focuses on the differences from other embodiments, and the same or similar parts between the embodiments can be referred to each other. For the device 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.

[0186] The steps in the methods of each embodiment of the present application can be adjusted in order, combined and deleted according to actual needs, and the technical features recorded in each embodiment can be replaced or combined.

[0187] The modules and sub-modules in the devices and terminals in the various embodiments of the present application can be combined, divided and deleted according to actual needs.

[0188] In the several embodiments provided in the present application, it should be understood that the disclosed terminals, devices and methods can be implemented in other ways. For example, the terminal embodiments described above are only schematic, for example, the division of modules or submodules is only a logical function division, and there may be other division methods in actual implementation, for example, multiple submodules or modules can be combined or integrated into another module, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be an indirect coupling or communication connection through some interfaces, devices or modules, which can be electrical, mechanical or other forms.

[0189] The modules or submodules described as separate components may or may not be physically separated, and the components of the modules or submodules may or may not be physical modules or submodules, that is, they may be located in one place, or they may be distributed on multiple network modules or submodules. Some or all of the modules or submodules may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0190] In addition, each functional module or submodule in each embodiment of the present application may be integrated into one processing module, or each module or submodule may exist physically separately, or two or more modules or submodules may be integrated into one module. The above-mentioned integrated modules or submodules may be implemented in the form of hardware or in the form of software functional modules or submodules.

[0191] Professionals may further appreciate that the units and algorithm steps of each example described in conjunction with the embodiments disclosed herein can be implemented in electronic hardware, computer software, or a combination of the two. In order to clearly illustrate the interchangeability of hardware and software, the composition and steps of each example have been generally described in the above description according to function. Whether these functions are performed in hardware or software depends on the specific application and design constraints of the technical solution. Professionals and technicians may use different methods to implement the described functions for each specific application, but such implementation should not be considered to be beyond the scope of this application.

[0192] The steps of the method or algorithm described in conjunction with the embodiments disclosed herein may be implemented directly by hardware, software units executed by a processor, or a combination of the two. The software units may be placed in a random access memory (RAM), a memory, a read-only memory (ROM), an electrically programmable ROM, an electrically erasable programmable ROM, a register, a hard disk, a removable disk, a CD-ROM, or any other form of storage medium known in the art.

[0193] Finally, it should be noted that, in this article, relational terms such as first and second, etc. are only used to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Moreover, the terms "include", "comprises" or any other variants thereof are intended to cover non-exclusive inclusion, so that a process, method, article 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, article or device. In the absence of further restrictions, the elements defined by the sentence "including a..." do not exclude the presence of other identical elements in the process, method, article or device including the elements.

[0194] 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 rhythmic activity interactive method, characterized in that: include: Get the current posture of each target object in the target area; Matching the current posture of each target object with the target posture, and determining the current interaction score of each target object according to the matching result, wherein the target posture represents the standard posture of the rhythmic activity at the current moment; The interactive feedback information at the current moment is output, and the interactive feedback information includes the current interactive score of each target object.

2. The method according to claim 1, characterized in that The interactive feedback information also includes motivational information; Output the interactive feedback information at the current moment, including: When the current interaction score of the first target object is greater than a preset score threshold, first incentive information is output, where the first incentive information is used to motivate the first target object.

3. The method according to claim 1, characterized in that Output the interactive feedback information at the current moment, including: A first image is output, wherein the first image includes a current posture of each target object and interactive feedback information of each target object, wherein the interactive feedback information of the first target object is located at a set position of the first target object image.

4. The method according to claim 1, characterized in that: The current posture of each target object is matched with the target posture, and the current interaction score of each target object is determined according to the matching result, including: Determine the similarity between the current posture of each target object and the target posture; Determine the similarity interval corresponding to each target object according to the similarity between the current posture of each target object and the target posture and the size relationship with the preset similarity threshold, wherein the preset similarity threshold includes at least one similarity threshold; The current interaction score of each target object is determined according to the similarity interval corresponding to each target object and the first mapping relationship, where the first mapping relationship includes a mapping relationship between the similarity interval and the interaction score.

5. The method according to any one of claims 1 to 4, characterized in that: The method further comprises: Based on the interactive feedback information of the target area at each moment in the first rhythmic activity, an activity report of the first rhythmic activity is generated, the activity report including at least one of the activity participation duration, key frame images and activity scores of the target area, the key frame images including the current postures of each target object in the target area and the interactive feedback information of each target object, the key frame images satisfy preset key frame selection rules, and the activity score is calculated and determined based on the interactive feedback information of each target object at each moment.

6. The method according to claim 5, characterized in that The target area includes a plurality of target areas; Generating an activity report of the first rhythmic activity according to the interactive feedback information of the target area at each moment in the first rhythmic activity, including: Based on the interactive feedback information of each target area at each moment in the first rhythmic activity, an activity report of the first rhythmic activity is generated, and the activity report includes the activity participation duration of each target area, the key frame image and at least one of the activity scores, and / or includes the activity score ranking of each target area.

7. A rhythmic activity interactive device, characterized in that: include: The first unit is used to obtain the current posture of each target object in the target area; The second unit is used to match the current posture of each target object with the target posture, and determine the current interaction score of each target object according to the matching result, wherein the target posture represents the standard posture of the rhythmic activity at the current moment; The third unit is used to output the interaction feedback information at the current moment, where the interaction feedback information includes the current interaction score of each target object.

8. An electronic device, characterized in that: include: Memory and processor; The memory is connected to the processor and is used to store programs; The processor is used to implement the rhythmic activity interaction method as described in any one of claims 1-6 by running the program in the memory.

9. A computer program product, characterized in that It includes computer program instructions, which, when executed by a processor, enable the processor to implement the rhythmic activity interaction method as described in any one of claims 1-6.

10. A rhythmic activity interactive system, characterized in that: include: An image acquisition module and a rhythmic activity interaction module, wherein the image acquisition module is communicatively connected with the rhythmic activity interaction module; The image acquisition module is used to acquire a current image of the target area and send the current image to the rhythmic activity interaction module; The rhythmic activity interaction module is used to obtain the current posture of each target object in the target area; Matching the current posture of each target object with the target posture, and determining the current interaction score of each target object according to the matching result, wherein the target posture represents the standard posture of the rhythmic activity at the current moment; The interactive feedback information at the current moment is output, and the interactive feedback information includes the current interactive score of each target object.

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