Virtual reality game system

By designing a virtual reality game system, allowing multiple different VR games to be run in the same game venue, and improving game experience and security through an automated user management system, the game venue capacity and intelligent management in the existing technology are solved. The problem.

CN119425092APending Publication Date: 2025-02-14SHANGHAI SHENGSHU CULTURE DEVELOPMENT CO LTD
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Patent Information

Application Number
CN202411362645.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-09-27
Publication Date
2025-02-14

AI Technical Summary

Technical Problem

In the existing immersive virtual reality game system, the same game venue can only accommodate one group of game personnel, and cannot run multiple different VR games at the same time, resulting in a reduced gaming experience and a lack of intelligent game user management, which increases the number of operators. Work burden.

Method used

Design a virtual reality game system, which includes a game client and a game venue, which can be used by one or more different VR games, physically separate multiple areas, including vehicle areas, tour areas, and dispersion areas. etc., receive and process the coordinate information and game progress information of the game client in real time, automatically determine whether new game users are allowed to join, improve the efficiency of game entry, and ensure the safety of game personnel.

Benefits of technology

It enables multiple different VR games to be run in the same game venue, satisfying multiple groups of game personnel to experience different games at the same time, improving the gaming experience, reducing the workload of operation personnel, and ensuring the safety of game personnel.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention aims to provide a virtual reality game system which comprises a game client and a game field, the game client is used for realizing virtual reality games in a real scene, the game field can be used for one or more virtual reality VR games, the game field is provided with an entrance and exit, and the entrance and exit are communicated with the game client. The game field is physically divided into a plurality of mutually communicated physical areas, and each physical area comprises at least one carrier area; in the application, one or more different VR games are allowed to run in the same game field, multiple groups of game players can experience the game at the same time, and the system automatically judges whether a new game user is allowed to join at present or not without manual judgment of operators, so that the safety of the game players is ensured while the game playing entering efficiency is improved; one or more VR games can be operated in the same game field, so that a plurality of groups of players can experience completely different games.
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Description

Technical Field

[0001] The present application relates to the field of virtual reality games, and in particular to a virtual reality game system. Background Art

[0002] Virtual reality games provide surround vision, making it easier for gamers to integrate into the game plot and immerse themselves in the virtual world. In the virtual reality (VR) world of the current immersive virtual reality game system, people in different groups can not only see people in the same group, but also people in other groups, and they will exist in the form of virtual people. In the current immersive virtual reality game system, in order to avoid physical collisions and dangers between game users, only one group of gamers is allowed in the same game venue; or the operator can only rely on experience to judge whether to allow new game users to enter the game venue and start the game, so that the game user entry is managed intelligently; even if several groups of game users are allowed to enter the game venue at the same time, they can only experience the same game, etc., which reduces the game experience of game users. Summary of the invention

[0003] One purpose of the present application is to provide a virtual reality game system, which includes a game client and a game field for implementing virtual reality games in a real scene. The game field can be used for one or more different virtual reality VR games, so that one or more different VR games can be allowed to run in the same game field, so that multiple groups of gamers can experience the game at the same time. The system automatically determines whether new game users are allowed to join at present, without the need for manual judgment by operators, thereby improving the efficiency of letting people into the game and ensuring the safety of the gamers. Since one or more VR games can be run in the same game field, multiple groups of gamers can experience completely different games from each other.

[0004] According to one aspect of the present application, a virtual reality game system is provided, wherein the system comprises: a game client and a game field for implementing a virtual reality game in a real scene, wherein the game field can be used for one or more virtual reality VR games, wherein the game field is provided with an entrance and exit, and the game field is physically divided into a plurality of interconnected physical areas, wherein the physical areas include at least one vehicle area;

[0005] The system receives coordinate information and game progress information of all logged-in game clients in the game venue in real time, and sends and receives messages to and from each game client;

[0006] If any of the following conditions are met, the system will reject the application from the new game client to start and join the game:

[0007] The number of all logged-in game clients is greater than or equal to the maximum venue capacity threshold of the current game venue;

[0008] The remaining time required for the game scene in the vehicle area to end for the game client with the slowest game progress in the activated game motion sensing device in the vehicle area is greater than the preset time threshold.

[0009] Furthermore, in the above virtual reality game system, the game venue is further separated into a sightseeing area, and the conditions for the system to reject an application for starting and joining the game issued by a new game client also include:

[0010] The number of game clients in the tour area is greater than or equal to a first preset number.

[0011] Furthermore, in the above virtual reality game system, the entrance and exit of the game venue are the same, and the game venue is also separated into a disbanding area. The conditions for the system to reject an application for starting and joining the game issued by a new game client also include:

[0012] The number of game clients in the dispersal area is greater than or equal to a second preset number.

[0013] Furthermore, in the above virtual reality game system, the game venue is also separated into a waiting area, and the conditions for the system to reject an application for starting and joining the game issued by a new game client also include:

[0014] The game client that has requested to start and join the game is already in the waiting area.

[0015] Furthermore, in the above virtual reality game system, the game venue is also equipped with game somatosensory equipment.

[0016] The game venue and the physically separated areas thereof and the game somatosensory device are all configured with: one or more matching different virtual reality VR games;

[0017] The system runs the one or more different VR games simultaneously, and according to the selection instructions of the game clients in the waiting area, adds the game clients in the waiting area to the virtual reality games.

[0018] Furthermore, in the above virtual reality game system, the dispersing area is included in the sightseeing area, and the route distribution of the dispersing area is designed along the edge of the sightseeing area.

[0019] Furthermore, in the above virtual reality game system, the game venue is a container.

[0020] Furthermore, in the above virtual reality game system, the game somatosensory device includes at least any one of the following:

[0021] Touchable devices;

[0022] Wind sensing equipment;

[0023] Thermal sensing equipment;

[0024] Sensor hot standby;

[0025] Water spraying and dripping equipment.

[0026] Compared with the prior art, one aspect of the present application provides a virtual reality game system, the system comprising: a game client and a game field for realizing a virtual reality game in a real scene, the game field can be used for one or more virtual reality VR games, wherein the game field is provided with an entrance and exit, and the game field is physically divided into a plurality of interconnected physical areas, the physical areas including at least one vehicle area; the system receives coordinate information and game progress information of all logged-in game clients in the game field in real time, and sends and receives messages with each game client; if any of the following conditions is met, the system rejects an application for starting and joining the game issued by a new game client: the number of all logged-in game clients is greater than or equal to the maximum venue capacity threshold of the current game field; the remaining time required for the game client with the slowest game progress in the game somatosensory device that has been started in the vehicle area to end the game scene in the vehicle area is greater than a preset time threshold. In the present application, one or more different VR games are allowed to run in the same gaming venue, so that multiple groups of gamers can experience the game at the same time. The system automatically determines whether new game users are allowed to join at the moment, without the need for manual judgment by operators. This improves the efficiency of letting people into the game while ensuring the safety of the gamers. Since one or more VR games can be run in the same gaming venue, multiple groups of gamers can experience completely different games from each other. BRIEF DESCRIPTION OF THE DRAWINGS

[0027] Other features, objects and advantages of the present application will become more apparent by reading the detailed description of non-limiting embodiments made with reference to the following drawings:

[0028] Figure 1 A schematic diagram showing the interaction between devices of a virtual reality game system according to one aspect of the present application;

[0029] Figure 2 A schematic diagram showing the layout of a game field of a virtual reality game system in an actual application scenario according to one aspect of the present application;

[0030] Figure 3 A schematic diagram showing a forward direction indication of a game field in a practical application scenario of a virtual reality game system according to one aspect of the present application during a game;

[0031] Figure 4 A schematic diagram of a game process of a virtual reality game system in an actual application scenario according to one aspect of the present application is shown.

[0032] The same or similar reference numerals in the drawings represent the same or similar components. DETAILED DESCRIPTION

[0033] The present application is described in further detail below in conjunction with the accompanying drawings.

[0034] In a typical configuration of the present application, the terminal, the device of the service network and the trusted party all include one or more processors (CPU), input / output interfaces, network interfaces and memories.

[0035] The memory may include non-permanent storage in a computer-readable medium, random access memory (RAM) and / or non-volatile memory in the form of read-only memory (ROM) or flash RAM. The memory is an example of a computer-readable medium.

[0036] Computer readable media include permanent and non-permanent, removable and non-removable media that can be implemented by any method or technology to store information. Information can be computer readable instructions, data structures, program modules or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technology, compact disk read-only memory (CD-ROM), digital versatile disk (DVD) or other optical storage, magnetic cassettes, magnetic tape disk storage or other magnetic storage devices or any other non-transmission media that can be used to store information that can be accessed by a computing device. As defined herein, computer readable media does not include non-transitory media such as modulated data signals and carrier waves.

[0037] One aspect of the present application provides a virtual reality game system, such as Figure 1 As shown, the system includes a central control device, a central control server, a game server, a game client (including but not limited to virtual reality VR devices, etc.), a game somatosensory device arranged in the game venue, an operation platform, and a database storing game-related operation data. Among them, the central control device can select a game client and start the application. After starting the application, you can select a VR game, and then start the corresponding number of game clients (corresponding to the number of game users who want to play the game) according to the number of game users who want to play the game. Figure 1The central control device is used to send control requests and receive control feedback from the game somatosensory device; the central control server is used to provide data forwarding between the central control device and the game server, and send game operation information to the game server. The game server uploads the game operation information to the database for storage at regular intervals. In this way, the operation platform can obtain operation-related data of different VR games through the database.

[0038] In actual application scenarios, a virtual reality game system proposed in one aspect of the present application includes: a game client and a game field for implementing virtual reality games in real scenarios, the game field can be used for one or more different virtual reality VR games, the game field is provided with entrances and exits, the game field is physically separated into several interconnected physical areas, the physical areas include at least one vehicle area, in order to apply one or more different virtual reality games in the game field, the vehicle area can be configured with one or more, or even dozens of, to meet the use requirements of different virtual reality games for the vehicle area in the face of a large number of game users. The following is a further explanation and description of the game field used in the present application in the form of a preferred embodiment of the present application:

[0039] In a preferred embodiment of the present application, Figure 2 As shown, the game venue is physically divided into a waiting area A, a sightseeing area B, a dispersing area E and a vehicle area (including but not limited to Figure 2 The vehicle area C1 and vehicle area C2 in the game venue). Among them, in the waiting area A of the game venue, game users wait, wear equipment, receive training and explanation before the experience, etc.; the sightseeing area B of the game venue belongs to the sightseeing area of ​​the game users; in the vehicle area C1 / C2 of the game venue, game users can have an immersive visual experience through the game somatosensory equipment here; the disbanding area E of the game venue belongs to the passage for exiting the game venue when the game is about to end or after the game is ended. In a preferred embodiment of the present application, the disbanding area E is included in the area of ​​the sightseeing area B. During the game, the game user first wears the device of the game client in the waiting area A to prepare to enter the venue, and then experiences the game in the area of ​​the sightseeing area B. After that, the game user enters the vehicle area C1 or the vehicle area C2. Since the game venue provides two or more vehicle areas, the specific entry into the vehicle area C1 or the vehicle area C2 is controlled by the system according to the vacancy of the vehicle area; when the game user comes out of the vehicle area, he leaves along the disbanding area E, thereby ending the game experience.

[0040] Furthermore, the dispersing area E is included in the sightseeing area B, and the route distribution of the dispersing area E is designed along the edge of the sightseeing area B; in a preferred embodiment of the present application, Figure 3 As shown, the tourist area B includes: the upper half of the tourist area and the lower half of the tourist area, wherein the route distribution of the disbanding area E is designed along the edge of the upper half of the tourist area of ​​the tourist area B, so that the game users who have finished the game can leave through the disbanding area E. Among them, the area of ​​the tourist area B is the most important and largest area in the entire game venue, and it also undertakes the most important part of the entire game experience process. Here, it is necessary to prevent excessive accumulation of game users. In order to reduce the conflict between game users of different games in the tourist area B, when the game users leave, although the route of the disbanding area is included in the area of ​​the tourist area B, it is necessary to design the route distribution of the disbanding area E to be designed along the edge of the tourist area B, so as to minimize the conflict that may occur when the game users experience and leave, or even ignore the conflict. Among them, the sources of the game users of the tourist area B include but are not limited to: game users who visit the tourist area B, game users who visit from the lower half of the tourist area in the tourist area B to the upper half of the tourist area, and game users who pass through the upper half of the tourist area when leaving.

[0041] In the actual virtual reality game, the system receives the coordinate information and game progress information of all logged-in game clients in the game venue in real time, and sends and receives messages with each game client; here, the logged-in game client in the game venue is used to indicate that it has entered the game venue and has logged in to a VR game provided in the game venue. The logged-in game client includes but is not limited to a game client in an offline state (offline state includes but is not limited to a logged-in but invisible state, etc.), an online state (including but not limited to a logged-in but idle state without joining any team, etc.), a game client in a group state (including but not limited to a state of inviting teammates, a state of waiting to be invited to group, a state of having completed grouping with game teammates and waiting for the game to officially start, etc.), a game client in a game state (already experiencing immersion in the game or executing the game, etc.), a game client in a busy state, etc. The coordinate information of the game client is used to indicate the specific scene and position of the game client in the game venue, so that the scene position of the game user in the actual game venue can be clearly understood through the coordinate information of the game client. In actual VR games, although the game field can provide one or more games for use at the same time, in order to minimize the number of game users from different game groups in the same area or reduce the congestion of the game field, if any of the following conditions is met, the system will reject the application for starting and joining the game from a new game client:

[0042] The number of all logged-in game clients is greater than or equal to the maximum venue capacity threshold of the current game venue;

[0043] The remaining time required for the game scene in the vehicle area to end for the game client with the slowest game progress in the activated game motion sensing device in the vehicle area is greater than the preset time threshold.

[0044] Here, the maximum venue capacity threshold of the current game venue is used to indicate the maximum number of game clients that the current game venue can accommodate simultaneously, which may include but is not limited to several, dozens, or even hundreds in large-scale game scenarios; the maximum venue capacity threshold of the current game venue is determined by the venue size, venue layout, and number of games provided simultaneously of the current game venue, so as to ensure that the game venue can be fully utilized.

[0045] In a preferred embodiment of the present application, when determining a current game venue, a maximum venue capacity threshold of game clients that can be accommodated simultaneously in the current game venue is obtained, and when starting a game or during a game, the number of logged-in game clients in the current game venue is queried in real time. When a new game client issues an application to start and join the game, the system needs to determine whether the number of all logged-in game clients in the current game venue is greater than or equal to the maximum venue capacity threshold of the current game venue. If so, the application to start and join the game issued by the new game client is directly rejected, that is, a notification indicating a prohibited entry message is returned to the game client, so as to ensure that game users corresponding to all logged-in game clients in the current game venue can have a smooth gaming experience, reduce congestion, and increase the sense of experience; if not, the application to start and join the game issued by the new game client can be approved to release the new game client to the current game venue.

[0046] In a preferred embodiment of the present application, during the course of a game, when a game user has reached the vehicle area and has activated the game somatosensory device in the vehicle area, a new game client sends an application to start and join the game. In order to ensure that the new game client can enter the game venue and ensure the experience of the game users who have entered the immersive experience in the game vehicle area, it is necessary to screen out the game client with the slowest game progress among the game clients corresponding to the game somatosensory devices that have been activated in the vehicle area, and determine whether the remaining time required for the game client with the slowest game progress to end the game scene in the vehicle area is greater than a preset time threshold. The time threshold can be determined by the total time of the entire game, the game time in the vehicle area, and the time from the start of the game to the vehicle area. If so, it means that if the new game client enters the game, there will be a crowded encounter in the vehicle area. Or the game is waiting, then the application for starting and joining the game issued by the new game client is directly rejected, that is, a notification indicating that entry is prohibited is returned to the game client, which not only avoids the game user corresponding to the new game client from meeting or waiting in the vehicle area with the game users who are experiencing the game in the vehicle area, but also ensures that the game users will not be stagnant and waiting during the game experience; if not, it means that after the new game client enters the game and visits the vehicle area, the game user who was originally experiencing the game in the vehicle area has left, then the application for starting and joining the game issued by the new game client can be approved, which ensures that when the new game user arrives at the vehicle area, there is an empty position in the vehicle area for the game user to experience, while realizing the release of new game users in the game venue and ensuring the game experience of the logged-in game users.

[0047] In one aspect of the present application, a virtual reality game system is provided, wherein the game field is further separated into a sightseeing area, and the conditions for the system to reject an application for starting and joining the game issued by a new game client further include:

[0048] The number of game clients in the tourist area is greater than or equal to a first preset number, wherein the first preset number may be determined by the size and layout of the tourist area.

[0049] In a preferred embodiment of the present application, during the course of the game, since the game users stay in the tourist area for a relatively long time, in order to ensure that the game users can have a smooth gaming experience in the tourist area, the system will obtain the number of game clients in the tourist area in real time. When the number of game clients in the tourist area is greater than or equal to the first preset number of game users that the tourist area can bear, it is necessary to reject the application for starting and joining the game issued by the new game client to ensure the experience and smoothness of the game users corresponding to the game clients currently experiencing the game in the tourist area; if the number of game clients in the tourist area is less than or much less than the first preset number of game users that the tourist area can bear, it means that there are fewer game users experiencing the game in the tourist area, and the game users corresponding to the new game clients can be accepted to join, then the application for starting and joining the game issued by the new game client is approved. In this way, not only the experience of the game users corresponding to the game clients experiencing the game in the tourist area is guaranteed, but also the consideration of releasing new game users is taken into account.

[0050] In one aspect of the present application, a virtual reality game system is provided, wherein the entrance and exit of the game venue are the same, and the game venue is further divided into a disbanding area, and the conditions for the system to reject an application for starting and joining the game issued by a new game client further include:

[0051] The number of game clients in the dispersal area is greater than or equal to a second preset number.

[0052] In a preferred embodiment of the present application, the entrance and exit of the game venue can be the same, such as Figure 2 and Figure 3As shown in , the entrance and exit of the game venue are set at the exit entrance of the waiting area. Since the entrance and exit of the game venue are the same and the entrances and exits of the disbanding area and the sightseeing area are all concentrated in the waiting area, in order to ensure that game users can enjoy the game experience comfortably and smoothly and enter and leave in an orderly manner, during the game, when a new game client sends an application to start and join the game, it is necessary to obtain the number of game clients in the disbanding area and determine whether the number of game clients in the disbanding area is greater than or equal to a second preset number. The second preset number is not only related to the size and layout of the disbanding area, but also to the passenger capacity of the vehicle area and the sightseeing area of ​​the game venue; if the number of game clients in the disbanding area is greater than or equal to a second preset number, the second preset number is not only related to the size and layout of the disbanding area, but also to the passenger capacity of the vehicle area and the sightseeing area of ​​the game venue; If the number of game clients in the disbanding area is greater than or equal to the second preset number, it indicates that there are currently a large number of game users who need to leave. In order to ensure orderly departure and avoid congestion in leaving, it is necessary to reject the application for starting and joining the game issued by the new game client, so as to ensure that the game users corresponding to the game clients who are experiencing and are about to leave can remove their equipment and leave in an orderly manner; if the number of game clients in the disbanding area is less than the second preset number, the application for starting and joining the game issued by the new game client can be approved, which will neither affect the joining of the new game client nor cause stagnation in the departure of the game clients who are experiencing and are about to leave.

[0053] In one aspect of the present application, a virtual reality game system is provided, wherein the game venue is further separated into a waiting area, and the conditions for the system to reject an application for starting and joining a game issued by a new game client further include:

[0054] The game client that has requested to start and join the game is already in the waiting area.

[0055] In a preferred embodiment of the present application, when a game client that has issued an application to start and join a game is already in a waiting area, if there is an application to start and join the game issued by a new game client, in order to ensure that the game user corresponding to the game client that is already in the waiting area can better experience the entire subsequent game, at this time, it is necessary to reject the application to start and join the game issued by the new game client. This is also to avoid congestion caused by too many game users entering the game venue, thereby further ensuring the experience of game users.

[0056] One aspect of the present application proposes a virtual reality game system, wherein the game venue is also equipped with a game somatosensory device, and the game venue and each physically separated area and the game somatosensory device are all configured with: one or more matched different virtual reality VR games; the system runs the one or more different VR games simultaneously, and according to the selection instruction of the game client in the waiting area, adds the game client in the waiting area to the virtual reality game, so that one or more VR games can be played in the same game venue, and multiple groups of game users can experience completely different games from each other, thereby improving the high utilization rate of the same game venue, increasing more economic benefits for the merchants where the game venue is located, and having better market investment and application value.

[0057] It should be noted that the game motion sensing device may include but is not limited to at least any one of the following:

[0058] Touchable devices;

[0059] Wind sensing equipment;

[0060] Thermal sensing equipment;

[0061] Sensor hot standby;

[0062] Water spraying and dripping equipment.

[0063] The touchable devices include but are not limited to smooth or uneven walls, touchable screens, etc.; the wind sensing devices include but are not limited to fans, blowers and other devices that can create natural wind; the heat sensing devices include but are not limited to heat sensing lamps, heat sensing heaters, hot air blowers and other devices that can increase the ambient temperature, thereby giving the game user a feeling of rising temperature; the sensor devices include but are not limited to sensor doors, sensor glass, sensor switches, etc.; the water spraying and dripping devices include but must be limited to sprinkler heads, drippers, sprinklers, etc., to give the game user a feeling of rain or water spraying, thereby giving the game user a more personal experience of the virtual scenes in the game.

[0064] In all embodiments of the present application, the game venue can be a confined space in a shopping mall, a controllable area divided out in the open air, or a movable space, which includes but is not limited to a container. In a preferred embodiment of the present application, the game venue can be preferably a container, and in the container, Figure 3The waiting area, sightseeing area, vehicle area and disbanding area are divided as shown, so as to ensure that the game venue can be configured in the form of a container at any time, and the configured game venue (container) can be directly sent to major shopping malls or activity locations, eliminating the need for non-standard and cumbersome preparation work such as on-site construction of the game venue and matching with the game software, etc. At the same time, the container is convenient for transportation and has a wider application scenario. In another preferred embodiment, the container is an expandable container.

[0065] like Figure 4 As shown, in a virtual reality game system proposed in a preferred embodiment of one aspect of the present application, first, the operator uses a handheld device (corresponding to Figure 1 The game server then forwards the query request through the central control server. After receiving the query request, the game server broadcasts the query information of the currently started game client through the local area network, including the number of game clients, the scene they are in, the progress of the scene, etc. After receiving the feedback information from the game server, the system determines whether to allow or prohibit the new game client to join the game according to the following logic:

[0066] Step 1: Query the number of game clients that have been started and compare it with the number of all devices that can be accommodated in the current game venue (which can be a store or other form of different game venues). If there are no available devices in the current game venue, the game server returns a message notification of prohibiting entry to the operator. Otherwise, continue to the second step of logical judgment;

[0067] Step 2: Check whether there is a game client device in the disbanding area. If there is a game client in the disbanding area, return a message notification prohibiting entry to ensure that game users in the disbanding area can leave smoothly, avoiding conflicts between game users leaving and game users entering; otherwise, continue to perform logical judgment in step 3;

[0068] Step 3: Check whether there is a game client in the tour area. If there is a game client, return a message of prohibition of entry. Otherwise, continue to the logical judgment of step 4.

[0069] Step 4. Is there any empty space in the vehicle area C1 / C2? If there is any empty space, according to the conditions of the first, second and third steps above, it can be concluded that no one has left and there is no one in the sightseeing area and the vehicle area, then you can enter. If the space in the two vehicle areas is occupied, determine whether there is space in a vehicle area that will end within 3 minutes. Since the overall process time before the player enters the vehicle area is within 6 minutes, in theory, when the player enters and reaches the previously occupied vehicle area, it can be vacated and enter, and send a release instruction to the operator to realize the judgment of whether to release people in each area of ​​the game venue.

[0070] In actual application scenarios, a rolling field mobile session strategy is adopted. Not every session can be fully staffed, and the operator can only rely on experience to judge whether the session can be opened. Therefore, the central control device and the central control server collect the current scene, location, and current scene progress of all game clients in the entire game venue, and use algorithm settlement to provide the front desk operator with advice on whether the session can be opened.

[0071] In the embodiment of the present application, the game user transmits and synchronizes data to the game server through the game client worn by the user, and then achieves a more immersive experience of VR game content by combining the somatosensory touch brought by the physical hardware.

[0072] In summary, one aspect of the present application provides a virtual reality game system, the system comprising: a game client and a game venue for realizing a virtual reality game in a real scene, the game venue being available for use by one or more virtual reality VR games, wherein the game venue is provided with an entrance and exit, the game venue being physically divided into a number of interconnected physical areas, the physical areas including at least one vehicle area; the system receives coordinate information and game progress information of all logged-in game clients in the game venue in real time, and sends and receives messages with each game client; if any of the following conditions is met, the system rejects an application for starting and joining the game issued by a new game client: the number of all logged-in game clients is greater than or equal to the maximum venue capacity threshold of the current game venue; the remaining time required for the game client with the slowest game progress in the started game somatosensory device in the vehicle area to end the game scene in the vehicle area is greater than a preset time threshold. In the present application, one or more different VR games are allowed to run in the same gaming venue, so that multiple groups of gamers can experience the game at the same time. The system automatically determines whether new game users are allowed to join at the moment, without the need for manual judgment by operators. This improves the efficiency of letting people into the game while ensuring the safety of the gamers. Since one or more VR games can be run in the same gaming venue, multiple groups of gamers can experience completely different games from each other.

[0073] It should be noted that the present application can be implemented in software and / or a combination of software and hardware, for example, can be implemented using an application specific integrated circuit (ASIC), a general purpose computer or any other similar hardware device. In one embodiment, the software program of the present application can be executed by a processor to implement the steps or functions described above. Similarly, the software program of the present application (including relevant data structures) can be stored in a computer-readable recording medium, for example, a RAM memory, a magnetic or optical drive or a floppy disk and similar devices. In addition, some steps or functions of the present application can be implemented using hardware, for example, as a circuit that cooperates with a processor to perform each step or function.

[0074] In addition, a part of the present application may be applied as a computer program product, such as a computer program instruction, which, when executed by a computer, can call or provide the method and / or technical solution according to the present application through the operation of the computer. The program instruction for calling the method of the present application may be stored in a fixed or removable recording medium, and / or transmitted through a data stream in a broadcast or other signal-bearing medium, and / or stored in a working memory of a computer device that runs according to the program instruction. Here, according to an embodiment of the present application, a device is included, the device including a memory for storing computer program instructions and a processor for executing program instructions, wherein, when the computer program instruction is executed by the processor, the device is triggered to run the method and / or technical solution based on the aforementioned multiple embodiments according to the present application.

[0075] It is obvious to those skilled in the art that the present application is not limited to the details of the above exemplary embodiments, and that the present application can be implemented in other specific forms without departing from the spirit or basic features of the present application. Therefore, from any point of view, the embodiments should be regarded as exemplary and non-restrictive, and the scope of the present application is limited by the attached claims rather than the above description, so it is intended to include all changes that fall within the meaning and scope of the equivalent elements of the claims in the present application. Any figure mark in the claims should not be regarded as limiting the claims involved. In addition, it is obvious that the word "comprising" does not exclude other units or steps, and the singular does not exclude the plural. Multiple units or devices stated in the device claim can also be implemented by one unit or device through software or hardware. The words first, second, etc. are used to indicate names, and do not indicate any particular order.

Claims

1. A virtual reality game system, wherein: The system includes: a game client and a game field for implementing a virtual reality game in a real scene, wherein the game field can be used for one or more different virtual reality VR games, wherein the game field is provided with an entrance and an exit, and the game field is physically divided into a plurality of interconnected physical areas, wherein the physical areas include at least one vehicle area; The system receives coordinate information and game progress information of all logged-in game clients in the game venue in real time, and sends and receives messages to and from each game client; If any of the following conditions are met, the system will reject the application from the new game client to start and join the game: The number of all logged-in game clients is greater than or equal to the maximum venue capacity threshold of the current game venue; The remaining time required for the game scene in the vehicle area to end for the game client with the slowest game progress in the activated game motion sensing device in the vehicle area is greater than the preset time threshold.

2. The virtual reality game system according to claim 1, wherein: The game venue is also separated into a sightseeing area. The conditions for the system to reject an application from a new game client to start and join the game also include: The number of game clients in the tour area is greater than or equal to a first preset number.

3. The virtual reality game system according to claim 2, wherein: The entrance and exit of the game venue is the same, and the game venue is also separated into a disbanding area. The conditions for the system to reject an application for starting and joining a game issued by a new game client also include: The number of game clients in the dispersal area is greater than or equal to a second preset number.

4. The virtual reality game system according to claim 3, wherein: The game venue also separates a waiting area. The conditions for the system to reject an application from a new game client to start and join the game also include: The game client that has requested to start and join the game is already in the waiting area.

5. The virtual reality game system according to claim 4, wherein: The game venue is also equipped with game somatosensory equipment. The game venue and the physically separated areas thereof and the game somatosensory device are all configured with: one or more matching different virtual reality VR games; The system runs the one or more different VR games simultaneously, and according to the selection instructions of the game clients in the waiting area, adds the game clients in the waiting area to the virtual reality games.

6. The virtual reality game system according to claim 4, wherein: The dispersing area is included in the sightseeing area, and the route distribution of the dispersing area is designed along the edge of the sightseeing area.

7. The virtual reality game system according to any one of claims 1 to 6, wherein: The game field is a container.

8. The virtual reality game system according to claim 1 or 5, wherein: The game somatosensory device includes at least any one of the following: Touchable devices; Wind sensing equipment; Thermal sensing equipment; Sensor hot standby; Water spraying and dripping equipment.

Citation Information

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