Rotation interaction display adjusting method, device and system of LED magic cube display screen

By receiving real-time interactive instructions from users and obtaining position information on the LED cube display, combining the preset snap position and display orientation, dynamically adjusting the main and secondary settings of the display area, solving the problem of inability to effectively rotate the interactive control in the existing technology, and improving intelligent control and user experience is achieved.

CN119620986AActive Publication Date: 2025-03-14SHENZHEN HANJING OPTOELECTRONICS CO LTD

Patent Information

Application Number
CN202411727910.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-15
Publication Date
2025-03-14
Estimated Expiration
2044-10-15

AI Technical Summary

Technical Problem

The prior art cannot effectively perform rotational interaction control on LED cube display screens, resulting in poor user experience.

Method used

By receiving real-time interactive instructions from users, obtaining interaction duration and position information, combining the preset snap position and display screen orientation, dynamically adjusting the main and secondary settings of the display area, classifying them according to the interactive behavior, and applying corresponding personalized interaction strategies.

Benefits of technology

It realizes intelligent control of the rotation interaction of LED cube display screen, improves the user experience and ensures that the displayed content matches the user's perspective and interaction intentions.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention relates to the technical field of display screen control, solves the problem that in the prior art, effective rotation interaction control cannot be carried out on an LED magic cube display screen, and provides a rotation interaction display adjusting method, device and system of the LED magic cube display screen. The method comprises the following steps: acquiring interaction duration and real-time position information; obtaining a buckle position and a display screen orientation; the LED magic cube display screen is rotated, and when the LED magic cube display screen is rotated to a target buckling position, the orientation of a target display screen is determined; according to the real-time position information, the orientation of the display screen where the interaction position is located is compared with the orientation of the target display screen, a main display area and a secondary display area are determined according to the orientation comparison result and the comparison result of the interaction duration and the duration threshold value, and original display parameters of the main display area are adjusted to main display parameters. And adjusting the display parameter of the secondary display area to the secondary display parameter. According to the invention, a more flexible and diversified rotating interaction effect on the LED magic cube display screen can be realized.
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Description

[0001] This invention is a divisional application of the invention patent application filed on October 15, 2024, with the invention name “Interactive display control method, device and system for LED Rubik's Cube Display Screen” and application number 202411436443.5. Technical Field

[0002] The present invention relates to the field of display screen control technology, and in particular to a rotational interactive display adjustment method, device and system for an LED magic cube display screen. Background Art

[0003] In people's daily life, LCD screens are often of regular shapes. In recent years, with the continuous evolution of LED display technology, LED Rubik's Cube screens have appeared in scenes such as stages, KTVs, and some exhibitions, which are gradually changing our perception of visual experience. This type of display breaks through the limitations of traditional rectangular screens and can achieve various unique shapes and forms, such as curved screens, circular screens, and even irregularly shaped screens, providing a more flexible and immersive visual experience. These LED Rubik's Cube screens have been widely used in advertising displays, art installations, smart homes and other fields.

[0004] In this context, people have a need for a rotating interactive display adjustment solution for LED Rubik's Cube display screens. Traditional control methods are mainly remote control, but for LED Rubik's Cube display screens, these methods cannot give full play to their unique display effects and interactive potential. Therefore, designing an interactive control solution suitable for LED Rubik's Cube display screens has become the key to improving user experience and display effects.

[0005] Existing Chinese patent CN104821143A discloses an interactive system based on dynamic screen display, including a display device, at least one user control device connected to the display device and capable of partially controlling the content displayed by the display device, and a background control device. Through the connection with the background control device, the participating user control device can partially control the content displayed by the display device. Although the above patent discloses an interactive control system for a display screen, the existing control mechanism and equipment in the solution do not have sufficient adaptability to handle the complexity and uniqueness of the LED Rubik's Cube display screen, which will limit the effective interaction between the user and the dynamic display device, resulting in a poor user experience.

[0006] Therefore, how to effectively perform rotational interactive control on the LED Rubik's Cube display screen and improve user experience is an urgent problem to be solved. Summary of the invention

[0007] In view of this, the present invention provides a rotational interactive display adjustment method, device and system for an LED magic cube display screen, so as to solve the problem in the prior art that effective rotational interactive control cannot be performed on the LED magic cube display screen.

[0008] The technical solution adopted by the present invention is:

[0009] In a first aspect, the present invention provides a method for adjusting the rotational interactive display of an LED magic cube display screen, the method comprising:

[0010] By receiving real-time instructions from users requesting interaction, the interaction duration and real-time location information of the user interacting with the display screen during the interaction process are obtained;

[0011] Obtaining a plurality of preset snap positions and display screen orientations corresponding to the snap positions;

[0012] The LED magic cube display screen is rotated, and when it is rotated to a target buckle position among the buckle positions, a target display screen orientation corresponding to the target buckle position is determined;

[0013] According to the real-time position information, the orientation of the display screen where the interactive position is located is compared with the orientation of the target display screen. If the orientations are the same, the display area of ​​the display screen where the interactive position is located is used as the primary display area, and the display area of ​​the display screen where the non-interactive position is located is used as the secondary display area;

[0014] If the directions are different, the interaction time of the interaction position is compared with a preset time threshold. When the interaction time is greater than the time threshold, the display area of ​​the display screen where the interaction position is located is used as the primary display area, and the display area of ​​the display screen where the non-interaction position is located is used as the secondary display area.

[0015] When the interaction duration is less than or equal to the duration threshold, the display area corresponding to the target display screen is used as the primary display area, and the display area corresponding to the non-target display screen is used as the secondary display area;

[0016] According to the preset original display parameters, the original display parameters of the main display area are adjusted to the main display parameters, and the display parameters of the secondary display area are adjusted to the secondary display parameters.

[0017] Preferably, the method further comprises:

[0018] Classifying the interactive behavior according to the interactive duration and the real-time location information, and determining a first category and a second category corresponding to the interactive behavior;

[0019] According to the first category and the second category, a first personalized interaction strategy corresponding to the first category and the second category is obtained.

[0020] Preferably, the classifying the interactive behavior according to the interactive duration and the real-time location information, and determining the first category and the second category corresponding to the interactive behavior includes:

[0021] Classify and process the real-time instructions to obtain interaction duration and real-time location information;

[0022] If the interaction duration is less than the preset duration and the real-time location information does not change, the first category is tap;

[0023] If the interaction duration is greater than or equal to the preset duration and the real-time location information does not change, the first category is long press;

[0024] If the real-time position information changes, the real-time position information is tracked, and when the motion trajectory is continuous, the first category is sliding;

[0025] According to the real-time location information and interaction duration, if there is only one interaction location within the same interaction time, the second category is single-point interaction;

[0026] If there are at least two interaction locations at the same interaction time, the second category is multi-point interaction;

[0027] In case of multi-point interaction, according to the real-time position information, if all the interaction positions are on the same display screen, the second category is same-surface multi-point interaction;

[0028] If the interaction locations are not on the same display screen, the second category is non-planar multi-point interaction.

[0029] Preferably, acquiring a first personalized interaction strategy corresponding to the first category and the second category according to the first category and the second category includes:

[0030] When the real-time instruction is received, the preset texture information under the control of the initial display parameters is rendered onto the display screen where the interactive position is located according to the real-time position information;

[0031] If the first category is tapping, the initial strategy is to adjust the initial display parameters to preset target display parameters, wherein the display parameters include at least brightness, chromaticity and transparency;

[0032] If the first category is long press, the initial strategy is to adjust the initial display parameter according to the interaction duration and determine the adjusted first display parameter;

[0033] If the first category is sliding, the initial strategy is to calculate the moving speed of the interactive position on the display screen by using the real-time position information and the interaction duration, and adjust the initial display parameters according to the moving speed to determine the adjusted second display parameters;

[0034] If the second category is a single-point interaction, the initial strategy corresponding to the first category of the single-point interaction position is used as the first personalized display interaction strategy;

[0035] If the second category is same-plane multi-point interaction, then determine the target interaction position with the highest priority according to the preset priorities corresponding to the interaction positions, and use the initial strategy corresponding to the first category of the target interaction position as the first personalized display interaction strategy;

[0036] If the second category is heterogeneous multi-point interaction, a first personalized display interaction strategy is determined based on a preset rule and in combination with an initial strategy corresponding to the first category of each interaction position.

[0037] Preferably, if the second category is heterogeneous multi-point interaction, determining the first personalized display interaction strategy according to a preset rule and in combination with the initial strategy corresponding to the first category of each interaction position includes:

[0038] If the second category is heterogeneous multi-point interaction, then the sliding direction of each interactive position of the first category being sliding is obtained, and the sliding direction is used as the diffusion direction of the texture information;

[0039] According to the interaction duration and the real-time position information, if there are adjacent panels in the display screen where each interaction position is located within a preset time interval, determine the orientation information of the adjacent panels;

[0040] When the diffusion direction matches the orientation information, the first personalized display interaction strategy is to diffuse the texture information from the first display screen to the second display screen according to a preset diffusion speed.

[0041] Preferably, when the diffusion direction matches the orientation information, the first personalized display interaction strategy diffuses the texture information from the first display screen to the second display screen according to a preset diffusion speed, including:

[0042] Acquire the real-time position information of the sliding of the first category and the preset transition area position information of the adjacent display screens;

[0043] Determine, based on the real-time position information and the transition area position information, a first distance and a second distance from the interaction position to the border of an adjacent display screen, respectively;

[0044] Determining an adjustment weight of a display parameter according to the first distance and the second distance;

[0045] When the texture information diffuses to the transition area, a weighted average calculation is performed on the real-time display parameters according to the adjustment weights to determine the adjusted display parameters.

[0046] Preferably, performing cluster analysis on the interaction duration and the real-time location information to determine the number of interactions includes:

[0047] Processing the real-time location information and interaction duration, classifying similar interaction locations into the same group, and determining a plurality of interaction groups;

[0048] According to each of the interaction groups, the number of users corresponding to each of the interaction groups is determined as the number of interactions, wherein the number of interactions includes a single person and multiple people. Preferably, after clustering the interaction duration and the real-time location information to determine the number of interactions, the method further includes:

[0049] If the number of people interacting is multiple, then according to the real-time location information, an area within a preset distance range from the interaction location is determined as an independent display area;

[0050] When the texture information diffuses to the boundary of the independent display area, the diffusion is stopped.

[0051] In a second aspect, the present invention provides a rotational interactive display adjustment device for an LED magic cube display screen, the device comprising:

[0052] A location acquisition module is used to obtain the interaction duration and the real-time location information of the user interacting with the display screen during the interaction process by receiving the real-time instruction of the user requesting the interaction;

[0053] A position and orientation determination module, used to obtain a plurality of preset buckle positions and the display screen orientation corresponding to each buckle position;

[0054] A rotation module, used for rotating the LED magic cube display screen, and when rotating to a target buckle position among the buckle positions, determining the target display screen orientation corresponding to the target buckle position;

[0055] A first primary and secondary display area determination module, configured to compare the orientation of the display screen where the interactive position is located with the orientation of the target display screen according to the real-time position information, and if the orientations are the same, use the display area of ​​the display screen where the interactive position is located as the primary display area, and use the display area of ​​the display screen where the non-interactive position is located as the secondary display area;

[0056] A second primary and secondary display area determination module, for comparing the interaction time of the interaction position with a preset time threshold if the directions are different, and when the interaction time is greater than the time threshold, using the display area of ​​the display screen where the interaction position is located as the primary display area, and using the display area of ​​the display screen where the non-interaction position is located as the secondary display area;

[0057] a third primary and secondary display area determination module, configured to, when the interaction duration is less than or equal to the duration threshold, use the display area corresponding to the target display screen as the primary display area, and use the display area corresponding to the non-target display screen as the secondary display area;

[0058] The display parameter adjustment module is used to adjust the original display parameters of the main display area to the main display parameters, and adjust the display parameters of the secondary display area to the secondary display parameters according to the preset original display parameters.

[0059] In the third aspect, an embodiment of the present invention further provides a rotational interactive display adjustment system for an LED Rubik's Cube display screen, comprising: at least one processor, at least one memory, and computer program instructions stored in the memory, and when the computer program instructions are executed by the processor, the method of the first aspect in the above embodiment is implemented.

[0060] In summary, the beneficial effects of the present invention are as follows: the present invention provides a rotational interactive display adjustment method for an LED Rubik's Cube display screen, the method comprising: obtaining the interaction duration and the real-time position information of the user interacting with the display screen during the interaction by receiving a real-time instruction of a user requesting interaction; obtaining a plurality of preset snap positions and the orientation of the display screen corresponding to each snap position; rotating the LED Rubik's Cube display screen, and when rotating to a target snap position among the snap positions, determining the orientation of the target display screen corresponding to the target snap position; comparing the orientation of the display screen where the interaction position is located with the orientation of the target display screen based on the real-time position information, and if the orientations are the same, using the display area of ​​the display screen where the interaction position is located as the main display area , the display area of ​​the display screen where the non-interactive position is located is used as the secondary display area; if the directions are different, the interaction time of the interaction position is compared with the preset time threshold, when the interaction time is greater than the time threshold, the display area of ​​the display screen where the interaction position is located is used as the primary display area, and the display area of ​​the display screen where the non-interactive position is located is used as the secondary display area; when the interaction time is less than or equal to the time threshold, the display area corresponding to the target display screen direction is used as the primary display area, and the display area corresponding to the non-target display screen direction is used as the secondary display area; according to the preset original display parameters, the original display parameters of the primary display area are adjusted to the primary display parameters, and the display parameters of the secondary display area are adjusted to the secondary display parameters. The present invention determines the number of people who interact by clustering the interaction time and real-time interaction position information, and adjusts the strategy of the main and secondary display areas according to different snap positions, thereby realizing intelligent control of the rotation interaction of the LED Rubik's Cube display screen; the present invention can realize dynamic adjustment of the main and secondary display areas according to the user's interaction position and interaction time on the Rubik's Cube display screen to improve the user experience. For example, in a single-person interaction scenario, when the display screen rotates to the target snap position, the main and secondary display areas are intelligently allocated by judging the matching degree between the orientation of the display screen and the interaction position. If the orientation is consistent, the display screen where the interaction position is located will be set as the main display area, thereby providing the best viewing effect; and when the orientation is inconsistent, the interaction time is further judged to ensure that the high-frequency interaction position obtains priority in the main display area, thereby ensuring that the user can focus on the screen where he frequently interacts. This control logic not only solves the deficiency that the traditional LED display screen cannot intelligently distinguish the main interaction surface when rotating on multiple surfaces, but also avoids multi-screen interference, thereby realizing a more natural and smooth interaction experience, so that the displayed content can be more in line with the user's current perspective and interaction intention. BRIEF DESCRIPTION OF THE DRAWINGS

[0061] In order to more clearly illustrate the technical solution of the embodiment of the present invention, the drawings required for use in the embodiment of the present invention will be briefly introduced below. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work, and these are all within the protection scope of the present invention.

[0062] Figure 1 It is a schematic diagram of the overall working process of the rotation interactive display adjustment method of the LED magic cube display screen in Example 1 of the present invention;

[0063] Figure 2 This is a schematic diagram of the overall structure of the LED magic cube display screen in Example 1 of the present invention;

[0064] Figure 3 This is a schematic diagram of a process for classifying interactive behaviors in Embodiment 1 of the present invention;

[0065] Figure 4 A schematic diagram of a process of obtaining a first personalized interaction strategy corresponding to the first category and the second category in Embodiment 1 of the present invention;

[0066] Figure 5 is a schematic diagram of the texture information diffusing outward from the interaction position in Example 1 of the present invention;

[0067] Figure 6 A schematic diagram of a process of determining a first personalized display interaction strategy when the second category is heterogeneous multi-point interaction in Embodiment 1 of the present invention;

[0068] Figure 7 Schematic diagram of the diffusion of texture information to adjacent surfaces in Example 1 of the present invention;

[0069] Figure 8 is a schematic diagram of a process of diffusing texture information from a first display screen to a second display screen in Embodiment 1 of the present invention;

[0070] Fig. 9 A schematic diagram of a process for processing the interaction location information and interaction time to determine the number of interactions using a clustering algorithm in Embodiment 1 of the present invention;

[0071] Fig.10 This is a flow chart of determining a first personalized interaction strategy according to the number of interactions in Embodiment 1 of the present invention;

[0072] Fig.11 This is a schematic diagram of a process for determining a primary display area and a secondary display area in Embodiment 1 of the present invention;

[0073] Fig.12 It is a structural block diagram of the rotation interactive display adjustment device of the LED magic cube display screen in Example 2 of the present invention;

[0074] Fig.13 It is a structural schematic diagram of the interactive display system of the LED magic cube display screen in Example 3 of the present invention;

[0075] The numbers in the figure are as follows:

[0076] 1-LED Rubik's Cube display screen; 11-first display screen; 12-second display screen; 2-interaction position; 3-texture information. DETAILED DESCRIPTION

[0077] In order to make the purpose, technical solution and advantages of the embodiment of the present invention clearer, the technical solution in the embodiment of the present invention will be clearly and completely described in conjunction with the drawings in the embodiment of the present invention. It should be noted that, in this article, relational terms such as first and second are only used to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply that there is any such actual relationship or order between these entities or operations. In the description of the present invention, it should be understood that the orientation or position relationship indicated by the terms "center", "upper", "lower", "front", "back", "left", "right", "vertical", "horizontal", "top", "bottom", "inside", "outside", etc. is based on the orientation or position relationship shown in the drawings, which is only for the convenience of describing the present application and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation of the present invention. Moreover, the term "include", "comprise" or any other variant thereof is 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 includes other elements not explicitly listed, or also includes elements inherent to such a process, method, article or device. In the absence of further restrictions, the elements defined by the phrase "comprising..." do not exclude the existence of other identical elements in the process, method, article or device comprising the elements. If there is no conflict, the embodiments of the present invention and the various features in the embodiments can be combined with each other, all within the protection scope of the present invention.

[0078] Example 1

[0079] See also Figure 1 Embodiment 1 of the present invention discloses a rotation interactive display adjustment method of an LED magic cube display screen, such as Figure 2 As shown, the LED magic cube display screen 1 is in the shape of a cube, and each of the six faces of the cube is provided with a display screen, such as a first display screen 11 and a second display screen 12. The method controls the display screens of each face after performing data processing according to a received control instruction, and the control method includes:

[0080] S1: Receive real-time instructions from users requesting interaction;

[0081] Specifically, the user connects wirelessly or wired via a mobile device or computer, wherein the wireless connection includes at least WI FI and Bluetooth, and the wired connection includes at least network cable communication and USB communication, receives real-time instructions from the user requesting interaction, and the LED magic cube display screen 1 can be rotated and raised as a whole. The LED magic cube display screen 1 is in the shape of a cube, and each of the six faces of the cube is provided with a display screen, such as a first display screen 11 and a second display screen 12. By parsing and processing the real-time instructions, the display screens on each face are intelligently deployed, such as Figure 2 As shown, the contents of the first display screen 11 and the second display screen 12 ensure that the user obtains a dynamic and personalized visual experience. At the same time, it can simultaneously accept real-time instructions from multiple users requesting interaction, support multi-user interaction, and enable multiple users to participate simultaneously, thereby enhancing interactivity and entertainment.

[0082] S2: obtaining the interaction duration and the real-time location information of the user interacting with the display screen during the interaction through the real-time instruction, and classifying the interaction behavior according to the interaction duration and the real-time location information to determine the first category and the second category corresponding to the interaction behavior;

[0083] Specifically, the interaction duration between the user and the display screen and the real-time location information during the interaction are obtained through real-time instructions. This process first involves the user issuing real-time instructions containing interactive actions through a mobile device or computer. The real-time instructions issued by the user will be analyzed to track the user's interactive actions in real time, accurately capture the user's finger position, and record the real-time location information of the user's interaction with the display screen during the interaction and the duration of the interaction, that is, the interaction duration, so as to understand the user's participation level. Based on these data, the interactive behaviors are classified, and different interactive behavior patterns are identified and classified into the first category, such as basic interactions, and the second category, such as complex interactions. This classification can not only help the system optimize the response strategy, but also provide important data support for subsequent user experience analysis, making the content display and interactive functions of the display screen more intelligent and personalized.

[0084] In one embodiment, see Figure 3 , said S2 comprises:

[0085] S21: Classify and process the real-time instructions to obtain interaction duration and real-time location information;

[0086] Specifically, the real-time instructions are analyzed, and the interaction duration and real-time position information are recorded in real time. The interaction duration refers to the time interval from when the user starts to touch the mobile device or computer to when the user stops touching the computer, which is obtained by calculating the difference between the start and end time of the interaction. If the real-time position information of the interaction position remains unchanged during the interaction, the interaction position motion state is static; if the real-time position information changes, the interaction position motion state is moving. Through these data, the interaction duration and the motion state of the interaction position can be accurately determined, providing basic information for subsequent classification.

[0087] S22: If the interaction duration is less than the preset duration and the real-time location information does not change, the first category is tap;

[0088] Specifically, when judging the category of interactive behavior, the interaction duration is first compared with the preset duration. If the interaction duration is less than the preset duration, for example 0.5 seconds, and the interaction position 2 remains stationary during the entire interaction process, that is, the interaction position motion state is stationary), then it is considered that the user has performed a tap operation. The tap operation is usually a short, quick interaction used to trigger some simple interactive effects, such as button clicks or the input of simple commands.

[0089] S23: If the interaction duration is greater than or equal to the preset duration and the real-time location information does not change, the first category is long press;

[0090] Specifically, when the interaction duration is greater than or equal to a preset duration, for example, 0.5 seconds, and the interaction position 2 remains stationary during the entire interaction process, it can be determined as a long press operation. A long press operation usually indicates that the user wants to trigger a more complex or longer-lasting interaction effect, such as opening a context menu, performing a drag operation, or triggering other persistent operations. Through this classification, different types of interaction operations that the user intends to perform can be identified.

[0091] S24: if the real-time position information changes, the real-time position information is tracked, and when the motion track is continuous, the first category is sliding;

[0092] Specifically, if the position of the interaction position 2 changes during the interaction process, the motion state of the interaction position will be judged as motion. At this time, the motion trajectory of the interaction position is tracked, and its motion path is determined by continuously recording the position information of the interaction position. If the motion trajectory of the interaction position is continuous and uninterrupted, it is judged as a sliding operation. The sliding operation is usually used for interactive effects such as scrolling, dragging, or slider control, and the corresponding response is triggered according to the direction and distance of the sliding trajectory.

[0093] S25: Based on the real-time location information and the interaction duration, if there is only one interaction location within the same interaction time, the second category is single-point interaction;

[0094] S26: If there are at least two interaction locations at the same interaction time, the second category is multi-point interaction;

[0095] Specifically, after detecting the interaction signal, the real-time location information and interaction time of all interaction locations 2 are collected. By analyzing these data, it is determined whether the interaction is caused by one interaction location or multiple interaction locations. If only one interaction location is detected, the second category is determined to be a single-point interaction. This judgment process can be achieved through a simple conditional check: if the number of interaction locations included in the interaction event is 1, it is a single-point interaction; if it contains multiple interaction locations, it is a multi-point interaction. This step ensures that the system can distinguish between single-point interaction and multi-point interaction, thereby providing a basis for subsequent interaction strategies.

[0096] S27: When it is multi-point interaction, according to the real-time position information, if all the interaction positions are on the same display screen, the second category is same-surface multi-point interaction;

[0097] Specifically, after detecting multi-point interactions, the real-time location information of these interaction locations is further analyzed, and the coordinates of all interaction locations are checked to determine whether they are located on the same display screen. If the coordinates of all interaction locations are within the range of the same display screen, the second category is determined as same-surface multi-point interaction. This type of interaction is usually used to perform gesture operations such as zooming and rotating on the same panel. For example, if a user uses two fingers to perform a zoom operation on a display screen, it will be identified as a same-surface multi-point interaction and the zoom ratio of the displayed content will be adjusted.

[0098] S28: If the interaction positions are not on the same display screen, the second category is non-plane multi-point interaction.

[0099] Specifically, if the real-time location information of the interaction locations indicates that they are distributed on different display screens, the second category is determined as heterogeneous multi-point interaction. This type of interaction means that the user operates on multiple panels simultaneously and involves cross-panel interaction behaviors. For example, the user may use fingers to operate on different surfaces of the cube display screen. These operations need to be considered comprehensively to provide coordinated feedback. The identification of heterogeneous multi-point interaction is particularly important for the system because it requires synchronous processing of interactive operations on different panels to ensure the coherence and consistency of the user experience.

[0100] S3: acquiring a first personalized interaction strategy corresponding to the first category and the second category according to the first category and the second category;

[0101] Specifically, according to the first category and the second category, the pre-set first personalized interaction strategy database is queried to match the corresponding first personalized interaction strategy for each category. For example, for a tap operation, a slight visual effect is triggered at the interaction position, such as a short water ripple; for a long press operation, a more obvious visual effect is triggered, such as the water ripple spreads over a wider range and lasts longer; and for a sliding operation, a corresponding animation effect is generated according to the sliding direction and speed, such as the picture moving along the sliding track or the dynamic adjustment of the displayed content. These personalized interaction strategies ensure that users get intuitive and responsive feedback under different interactive operations, which improves the interactive sense and satisfaction of the user experience.

[0102] In one embodiment, see Figure 4 , said S3 comprises:

[0103] S31: when the real-time instruction is received, the preset texture information under the control of the initial display parameters is rendered onto the display screen where the interactive position is located according to the real-time position information;

[0104] Specifically, Figure 5 As shown, when the real-time instruction is received, the specific position information (such as x, y coordinates) of the interactive position is first obtained, and then, the preset texture information 3 is presented on the display screen where the interactive position is located by using the graphics rendering technology. The initial display parameters include brightness, chromaticity and transparency. These parameters determine the appearance effect of the texture information 3. The graphics rendering technology is the process of displaying computer-generated images or visual effects on the screen in real time. Taking the texture information 3 as a water ripple effect as an example, when the user touches the display screen, the initial form of the water ripple is first generated at the interactive position, and the mathematical models such as sine function or Gaussian function are used to simulate the diffusion process of the water wave. In each frame, the radius and intensity of the water wave are updated according to the time step. The radius of the water wave gradually increases, while the intensity (brightness, chromaticity and transparency) gradually decreases, thereby simulating the diffusion and dissipation effect of real water waves.

[0105] S32: If the first category is tapping, the initial strategy is to adjust the initial display parameters to preset target display parameters, wherein the display parameters include at least brightness, chromaticity and transparency;

[0106] Specifically, when the user performs a tap operation, after receiving the real-time instruction and confirming that the interaction category is a tap, the initial strategy will be executed immediately. The initial strategy adjusts the initial display parameters, such as the default brightness, chromaticity, and transparency, to the preset target display parameters. This adjustment process involves increasing the brightness to make the display brighter, adjusting the chromaticity to highlight specific colors, and changing the transparency to enhance or weaken the visibility of the displayed content. For example, when the user taps the screen, the area around the interaction position will instantly become brighter and the color will be more vivid to simulate the water ripple diffusion effect, thereby providing instant visual feedback and enhancing the user's interactive experience.

[0107] S33: If the first category is long press, the initial strategy is to adjust the initial display parameter according to the interaction duration, and determine the adjusted first display parameter;

[0108] Specifically, for the long press operation, not only the real-time instruction is received, but also the interaction time is continuously recorded. The initial strategy is to dynamically adjust the display parameters according to the interaction time. As the long press time increases, the brightness is gradually adjusted to make the display area of ​​the display gradually brighter, or the chromaticity is gradually adjusted to make the color smoothly transition from one tone to another. In addition, the transparency will change from completely opaque to gradually transparent to provide a sense of depth and layering. For example, when the user long presses the screen, the water ripple effect will slowly spread, the center of the ripple remains brighter, and the peripheral ripples gradually fade, presenting a continuous and gradually changing visual effect, enhancing the user's sense of immersion.

[0109] S34: If the first category is sliding, the initial strategy is to calculate the moving speed of the interactive position on the display screen by using the real-time position information and the interaction duration, and adjust the initial display parameters according to the moving speed to determine the adjusted second display parameters;

[0110] Specifically, in the sliding operation, not only the starting and ending positions of the interaction position are obtained, but also the duration of the interaction is recorded. The initial strategy is to determine the adjustment method of the display parameters by calculating the speed of the movement of the interaction position. For example, fast sliding will cause the display brightness to increase rapidly, the chromaticity to change rapidly, and the transparency to decrease instantly to show a clear trajectory; while slow sliding will result in softer brightness changes, gradual transition of chromaticity, and slow changes in transparency to present a soft trajectory effect. For example, when the user slides his finger on the screen, a continuous water ripple effect is generated on the sliding path. The diffusion speed and intensity of the water ripple will be adjusted according to the sliding speed, so that the user's sliding operation can get instant and dynamic visual feedback.

[0111] S35: If the second category is a single-point interaction, using the initial strategy corresponding to the first category of the single-point interaction position as a first personalized display interaction strategy;

[0112] Specifically, when the second category is determined to be a single-point interaction, it will determine the specific personalized display interaction strategy based on the initial strategy corresponding to the classified first category. For example, if the first category is a tap, the display parameters such as brightness, chromaticity, and transparency will be adjusted to simulate the water ripple effect spreading to other display screens. If the first category is a long press, the duration and intensity of the display effect will be adjusted according to the interaction duration. This step ensures that each single-point interaction can trigger a suitable interaction effect and provide intuitive user feedback.

[0113] S36: If the second category is same-plane multi-point interaction, determine the target interaction position with the highest priority according to the preset priorities corresponding to the interaction positions, and use the initial strategy corresponding to the first category of the target interaction position as the first personalized display interaction strategy;

[0114] Specifically, in the case of multi-point interaction on the same surface, the target interaction position is determined according to the position of each interaction position and its corresponding preset priority. The preset priority is based on factors such as the distance of the interaction position from the center of the panel and the order in which the interaction positions are pressed. For example, if an interaction position is closer to the center of the panel or is detected first, it has a higher priority. Once the target interaction position is determined, the corresponding personalized display interaction strategy will be formulated based on the initial strategy corresponding to the first category of the interaction position (such as tap, long press or slide). This ensures that the most important interaction points can be effectively identified and responded to during multi-point interaction.

[0115] S37: If the second category is heterogeneous multi-point interaction, a first personalized display interaction strategy is determined according to a preset rule and in combination with an initial strategy corresponding to the first category of each interaction position.

[0116] Specifically, when heterogeneous multi-point interaction is detected, an interaction strategy is formulated by combining the texture information on multiple display screens. Based on preset rules, such as which panels' texture information is prioritized or how to merge operations at multiple interaction locations, and combined with the initial strategy corresponding to the first category (tap, long press, slide) of each interaction location, the overall personalized display interaction strategy is determined. For example, if a slide operation is detected on one panel and a long press operation is detected on another panel, the information of the two is combined to generate a complex interaction effect, such as scrolling content on one panel while highlighting specific information on another panel. This step ensures that the interaction effect during heterogeneous multi-point interaction can fully and coordinately reflect the user's intentions.

[0117] In one embodiment, see Figure 6 , the S37 comprises:

[0118] S371: if the second category is heterogeneous multi-point interaction, obtaining a sliding direction of each interactive position of the first category being sliding, and using the sliding direction as a diffusion direction of texture information;

[0119] Specifically, when an interactive operation is detected and classified as a slide, the specific sliding direction of each sliding interaction position is further obtained, which includes calculating the movement path and direction of the interactive position over a period of time, such as from left to right, from top to bottom, and recording these sliding directions and using them as the diffusion direction of texture information 3. For example, if the user slides from left to right on the display screen, this direction will be regarded as the diffusion direction of water ripples or other visual effects, thereby ensuring that the interactive effect is consistent with the user's gesture and enhancing the naturalness and intuitiveness of the user experience.

[0120] S372: According to the interaction duration and the real-time position information, if there is an adjacent panel in the display screen where each interaction position is located within the preset time interval, determine the orientation information of the adjacent panel;

[0121] Specifically, when determining whether there are adjacent panels on the display screen where the interactive position is located, the layout and real-time position information of the display screen is used for analysis. For example, it is checked whether there are other panels around the panel where the interactive position is located, and the orientation information of these panels is obtained, such as the left panel, the right panel, and the top panel. In this way, it is possible to identify which panels are adjacent and understand their orientations, so that the diffusion path can be accurately determined when the interactive effect needs to be diffused. This step ensures that the interactive effect can be seamlessly extended from one panel to the adjacent panel, providing a more coherent user experience.

[0122] S373: When the diffusion direction matches the orientation information, the first personalized display interaction strategy is to diffuse the texture information from the first display screen to the second display screen according to a preset diffusion speed.

[0123] Specifically, see Figure 7 After confirming that the sliding direction matches the orientation information of the adjacent panels, the texture information 3 will be diffused from the first display screen to the second display screen according to the preset diffusion speed. The preset diffusion speed can be adjusted according to the specific interactive operation. For example, fast sliding will trigger a faster diffusion speed, while slow sliding may trigger a slower diffusion speed. According to these settings, water ripples or other visual effects will be diffused from the panel where the user initially interacts to the adjacent panels, forming a dynamic, multi-panel interactive effect. This step ensures that the user's sliding operation can achieve a natural and smooth interactive effect on the entire cube display screen, improving the user's overall interactive experience.

[0124] In one embodiment, see Figure 8 , the S373 includes:

[0125] S3731: Acquire real-time position information of the first category being sliding and preset transition area position information of adjacent display screens;

[0126] Specifically, when it detects that the interaction category is sliding, it first obtains the real-time position information of the interaction position, which includes the specific coordinates of the interaction position on the current display screen. At the same time, it obtains the preset transition area position information of adjacent display screens. The transition area refers to the seam or boundary area between display screens, which is usually the interactive transition area when the user's interactive action extends from one panel to another. By accurately determining the position of these transition areas, it can ensure a smooth transition of the interactive effect between different panels and provide the necessary data basis for subsequent display parameter adjustments.

[0127] S3732: Determine a first distance and a second distance from the interaction position to the border of an adjacent display screen, respectively, based on the real-time position information and the transition area position information;

[0128] Specifically, based on the real-time acquired interactive position information and the transition area position information of the adjacent display screen, the distance from the interactive position to the transition area boundary is calculated. The first distance refers to the distance from the current position of the interactive position to the current panel boundary, while the second distance refers to the distance from the current position of the interactive position to the adjacent panel boundary. These distances help understand the relative position of the interactive position in the transition area. By measuring these distances, it is possible to determine the degree to which the interactive position is close to the boundary, thereby accurately calculating the transition range and intensity of the interactive effect between panels.

[0129] S3733: Determine an adjustment weight of a display parameter according to the first distance and the second distance;

[0130] Specifically, the first distance and the second distance are used to determine the adjustment weights of the display parameters. Specifically, the values ​​of the first distance and the second distance are used to calculate the degree of influence of the interaction position in the transition area. For example, the smaller the distance, the closer the interaction position is to the boundary of the transition area, and the adjustment weight of the display parameter should be increased accordingly. The adjustment weight includes the change range of parameters such as brightness, chromaticity and transparency to ensure that the display effect in the transition area is more in line with the user's sliding actions and interaction intentions. Through the precise calculation of the weights, a more natural display parameter transition can be achieved.

[0131] S3734: When the texture information diffuses to the transition area, a weighted average calculation is performed on the real-time display parameters according to the adjustment weights to determine the adjusted display parameters.

[0132] Specifically, when texture information 3 extends to the transition area, the real-time display parameters will be weighted averaged according to the previously determined adjustment weights. Specifically, the brightness, chromaticity, transparency and other parameters of the display screen will be adjusted according to the distance of the interactive position from the boundary. The weighted average calculation takes into account the position of the interactive position on the current panel and the adjacent panel, so that the display effect can be smoothly transitioned and reduce the visual abruptness. For example, when the interactive position is close to the boundary, the display parameters of the current panel gradually turn to the parameters of the adjacent panel to achieve a consistent and coherent interactive experience. In this way, users can feel smooth visual feedback during the sliding operation, improving the overall interactive experience.

[0133] S4: performing cluster analysis on the interaction duration and the real-time location information to determine the number of interactions;

[0134] Specifically, by using a clustering algorithm to process real-time location information and interaction time, similar interaction locations are classified into the same group, thereby effectively identifying the number of users represented by each interaction group. The clustering algorithm automatically groups multiple interaction points according to the spatial distribution and time characteristics of the interaction points, distinguishes the operation behaviors of different users, and accurately determines the number of interactions. This method not only improves the recognition accuracy of multi-user interaction scenarios, but also can dynamically adapt to complex interaction patterns, providing accurate data support for subsequent personalized interaction strategies.

[0135] In one embodiment, see Fig. 9 , said S4 comprises:

[0136] S41: determining the spatiotemporal difference information between the interaction position and the initial cluster center according to the real-time position information, the interaction duration and the preset initial cluster center information;

[0137] Specifically, the initial cluster center information is first used, which is usually the pre-set reference position of the interaction and the reference time of the interaction, to calculate the spatiotemporal difference between each interaction position and these initial centers. The calculation formula is:

[0138]

[0139] Among them, x i ,y i The horizontal and vertical coordinates represent the interaction position; t i represents the interaction duration of the interaction position, x c ,y c Represents the horizontal and vertical coordinates of the cluster center; t crepresents the interaction duration of the cluster center, and α is the time weight factor. This difference information includes the distance difference of the interaction position in space and the deviation in time, providing basic data for subsequent classification. Through this difference information, it is possible to determine which initial cluster center each interaction position is closer to, and then determine which cluster category it belongs to.

[0140] S42: classifying the interaction position according to the spatiotemporal difference information to determine the interaction position category;

[0141] Specifically, based on the spatiotemporal difference information calculated in step S41, the interaction positions are classified into the category represented by the closest initial cluster center. Each interaction position is assigned to an interaction position category, which is determined by calculating the difference information between the interaction position and each initial cluster center. Specifically, the initial cluster center closest to the interaction position is selected and the interaction position is classified into the corresponding category. The purpose of this step is to group all interaction positions according to their spatial and temporal characteristics, laying the foundation for subsequent mean calculation and cluster center update.

[0142] S43: Calculate the average of each real-time location information and each interaction duration in the same interaction location category, and determine new target cluster center information by averaging the location information and the average interaction duration;

[0143] Specifically, the location information and interaction time of all interaction locations in the same interaction location category are averaged. Specifically, the average values ​​of the horizontal and vertical coordinates of all interaction locations in each category and the average value of the interaction time are calculated to generate a new target cluster center for the category. This new target cluster center reflects the overall location and central tendency of interaction time of all interaction locations in the category, providing an updated reference point for the next round of clustering, thereby optimizing the accuracy of clustering.

[0144] S44: using the target cluster center information as the initial cluster center information, and repeatedly performing classification and mean calculation until the difference between the target cluster center information and the initial cluster center information is within a preset range;

[0145] Specifically, the updated target cluster center information is used as the new initial cluster center, and the interaction location classification and mean calculation are re-performed. This process will be iterated continuously. Each iteration uses the latest cluster center information to reclassify the interaction location and calculate the new mean. This cycle will continue until the difference between the target cluster center and the initial cluster center (such as the distance difference) falls within the preset threshold. At this point, the change of the cluster center has reached a stable state, and the clustering result can be considered to be converged, that is, a more accurate interaction point classification and number estimation are obtained.

[0146] S45: Count the interaction position categories, and determine the number of interactions based on the counted number of interaction position categories.

[0147] Specifically, all interaction location categories are counted to determine the number of interaction locations in each category. Each interaction location category represents a user or interaction group. By counting the number of different interaction location categories, the number of interactions can be accurately estimated. This step summarizes the previous classification and mean calculation results and provides the final information on the number of interactions, which is used for subsequent interaction strategy formulation and display parameter adjustment. This statistical process ensures that the system can provide accurate user number estimates based on actual interaction situations.

[0148] S5: Determine a second personalized interaction strategy according to the number of interactions;

[0149] In one embodiment, see Fig.10 , the S5 comprises:

[0150] S51: if the number of the interacting persons is one, determining a primary display area and a secondary display area according to the real-time position information;

[0151] Specifically, the primary display area and secondary display area on the display screen are determined by analyzing the interaction position information. For a single-person interaction scenario, the specific location of the interaction position is first located, and then the screen is divided into the primary display area and the secondary display area according to the location of the interaction point. The primary display area usually revolves around the user's interaction point and occupies a larger area of ​​the screen so as to centrally display content or information related to the user's operation. The secondary display area covers the part outside the primary display area and is used to display auxiliary information or background content. The specific division basis includes the precise location of the interaction point and the user's operating habits to ensure that the primary area can effectively support the user's interaction needs.

[0152] In one embodiment, see Fig.11 , the S51 comprises:

[0153] S511: If the number of interacting persons is one, obtaining a plurality of preset buckle positions and display screen orientations corresponding to the buckle positions;

[0154] Specifically, in the case of single-person interaction, the corresponding information will first be obtained from multiple preset snap positions. These snap positions are set through physical design. When the user rotates the LED Rubik's Cube display to a certain snap position, the current snap state is identified and recorded. Each snap position corresponds to a specific interactive display orientation, which means that at each snap position it can be determined which display is facing the user and is in the best interactive viewing angle. In this way, users are provided with an experience that combines physical rotation feedback with digital display. Each snap position affects the interaction logic of the interactive display, ensuring that under different physical states, the display orientation and interactive behavior can dynamically adapt to the user's operational needs.

[0155] S512: rotating the LED magic cube display screen, and when the LED magic cube display screen is rotated to a target buckle position among the buckle positions, determining a target display screen orientation corresponding to the target buckle position;

[0156] Specifically, when the user rotates the LED cube display and reaches a preset snap position, the position is immediately identified and the orientation of the interactive display corresponding to the target snap position is determined. Specifically, the snap position is used as a physical positioning point to accurately determine the actual orientation of the display. By indicating the direction of the current display, this orientation will be recorded in real time, and the display content or interaction method will be adjusted accordingly to match the current display orientation. For example, if the target snap position makes a display face the user, the display content of the display will be updated or the interaction logic will be adjusted to ensure that the user's viewing angle and interaction experience at this position are optimized.

[0157] S513: comparing the orientation of the display screen where the interactive position is located with the orientation of the target display screen according to the real-time position information; if the orientations are the same, using the display area of ​​the display screen where the interactive position is located as the primary display area, and using the display area of ​​the display screen where the non-interactive position is located as the secondary display area;

[0158] Specifically, in the process of determining the primary and secondary display areas, the interaction position information is first obtained, and the current orientation of the interactive display screen where the interaction position is located is identified. At the same time, the orientation of the interactive display screen where the interaction position is located is compared with the orientation of the interactive display screen corresponding to the detected target snap position. If the orientation of the display screen where the interaction position is located is the same as the orientation of the display screen corresponding to the target snap position, this indicates that the user's primary interaction area is aligned with the target display screen, so the display area of ​​the interactive display screen will be determined as the primary display area. This means that the user's interactive operations in this area, such as touching and sliding, will directly affect the primary display content and interactive feedback. At the same time, the remaining non-aligned display areas are determined as secondary display areas, and the display content and interactive effects in these areas will be relatively small or remain static, and presented as auxiliary information.

[0159] S514: If the directions are different, comparing the interaction time of the interaction position with a preset time threshold, and when the interaction time is greater than the time threshold, using the display area of ​​the display screen where the interaction position is located as the primary display area, and using the display area of ​​the display screen where the non-interaction position is located as the secondary display area;

[0160] Specifically, when the orientation of the interactive display screen is different from the orientation of the target snap position, the interaction time of the interactive position is compared with a preset time threshold. If the interaction time exceeds the preset threshold, this indicates that the user's interaction time on the current display screen is longer, which means that the user has a higher degree of attention or participation in the content of the current display screen. In this case, the display area of ​​the interactive display screen where the interaction position is located is determined as the primary display area to give priority to displaying important content and functions related to user interaction. This decision ensures that the user's deep interactive experience is concentrated on the display screen where he interacts for a long time, thereby enhancing the effectiveness of the interaction and the user experience. In contrast, the display area where other non-interactive positions are located is defined as a secondary display area, and its display content and interactive feedback will be relatively weakened or remain stable, thereby optimizing the user's interactive experience and interface response.

[0161] S515: When the interaction duration is less than or equal to the duration threshold, the target interactive display screen faces the corresponding display area as the primary display area, and the non-target interactive display screen faces the corresponding display area as the secondary display area.

[0162] Specifically, when the interaction time is less than or equal to the preset time threshold, it indicates that the user's interaction time on the current interactive display screen is short, indicating that the user's attention to the screen is low or only a short interaction is performed. In order to optimize the user experience and ensure that important content is displayed first, the area corresponding to the display screen orientation of the current target snap position is set as the main display area. This means that even if the user's interaction time is short, the core content or functions related to the user's current operation or interaction theme will still be displayed on the target interactive display screen first, while for other non-target interactive display screens, their display areas are defined as secondary display areas; the content of these secondary display areas can remain static or display auxiliary information to avoid excessive occupation of user attention, thereby providing a more accurate focus display in the interactive experience. In this way, the consistency of the interface and the user's attention can be effectively maintained in short-term interactions.

[0163] S52: According to the preset original display parameters, determining the second personalized interaction strategy is to adjust the original display parameters of the main display area to the main display parameters, wherein the main display parameters are the product of the first preset ratio and the original display parameters;

[0164] Specifically, the display parameters of the main display area are adjusted according to the preset original display parameters, including brightness, contrast, resolution, etc. Specifically, the display parameters of the main display area are adjusted to the main display parameters, which are the product of the original display parameters and the first preset ratio. The first preset ratio is greater than 1, which means that the display effect of the main display area will be more prominent than the original parameters. For example, if the original brightness is 100 units and the first preset ratio is 1.2, the brightness of the main display area will be adjusted to 120 units; this adjustment ensures that the main display area is more visually attractive so as to highlight the content related to the user operation.

[0165] S53: adjusting the display parameter of the secondary display area to the secondary display parameter, wherein the secondary display parameter is the product of the second preset ratio and the original display parameter, the first preset ratio is greater than 1 and the second preset ratio is less than 1;

[0166] Specifically, at this stage, the display parameters of the secondary display area are adjusted to the secondary display parameters, which are the product of the original display parameters and the second preset ratio. The second preset ratio is less than 1, which means that the display effect of the secondary display area will be weakened compared to the original parameters. For example, if the original contrast is 1.0 and the second preset ratio is 0.8, the contrast of the secondary display area will be adjusted to 0.8. This adjustment ensures that the secondary display area does not visually interfere with the primary display area, maintains the clarity and emphasis of the primary content, and reduces the distraction of the secondary content to the user's attention.

[0167] S54: if the number of people interacting is multiple, determining an area within a preset distance range from the interaction location as an independent display area according to the real-time location information;

[0168] Specifically, in a multi-person interaction scenario, the interaction area of ​​each user is determined based on each interaction position. Specifically, a preset distance range (such as a radius) is set, and an independent display area is determined with the interaction position as the center. The range of this area is based on the relationship between the interaction position and the preset distance, ensuring that each user's interaction area can be displayed independently without overlapping with other users' areas. For example, if the interaction positions of two users are within the preset distance range, an independent display area will be defined for each user to facilitate the display of each user's operation information and interactive content.

[0169] S55: When the texture information diffuses to the boundary of the independent display area, stop diffusing.

[0170] Specifically, in the case of multi-person interaction, when texture information begins to spread and approaches the boundary of an independent display area, the system stops this spread to prevent the information from crossing the area boundary and affecting the display experience of other users. A boundary condition is set, and when the texture information reaches the set boundary range, further diffusion is stopped. This ensures that each user's interaction area remains independent, avoids information interference, and ensures that each user's operating experience is not affected by the interactive behavior of other users.

[0171] S6: According to the first personalized interaction strategy and the second personalized interaction strategy, the LED magic cube display screen is controlled to realize interactive display with the user.

[0172] Specifically, according to the first personalized interaction strategy and the second personalized interaction strategy, the visual effects and response behaviors of the display screen will be dynamically adjusted according to the user's interaction category, specific operation and number of users to achieve a personalized interactive experience. In this way, the display screen can respond to the user's interactive behavior in real time, provide intuitive visual feedback, and enable users to have a more natural and immersive interactive experience with the device. This personalized control method ensures that every interactive operation of the user can get an accurate and expressive visual response, thereby enhancing the user's sense of participation and satisfaction.

[0173] Example 2

[0174] See also Fig.12 Embodiment 2 of the present invention further provides a rotation interactive display adjustment device for an LED magic cube display screen, the device comprising:

[0175] An instruction acquisition module is used to receive real-time instructions from users requesting interaction;

[0176] An interactive behavior classification module, used to obtain the interactive duration and the real-time location information of the user interacting with the display screen during the interactive process through the real-time instruction, and classify the interactive behavior according to the interactive duration and the real-time location information to determine the first category and the second category corresponding to the interactive behavior;

[0177] A first personalized interaction strategy acquisition module, configured to acquire, based on the first category and the second category, a first personalized interaction strategy corresponding to the first category and the second category;

[0178] A cluster analysis module, used to perform cluster analysis on the interaction duration and the real-time location information to determine the number of interactions;

[0179] A second personalized interaction strategy acquisition module, used to determine a second personalized interaction strategy according to the number of interactions;

[0180] The interactive display control module is used to control the LED magic cube display screen to achieve interactive display with the user according to the first personalized interaction strategy and the second personalized interaction strategy.

[0181] Specifically, a rotating interactive display adjustment device for an LED Rubik's Cube display screen provided by an embodiment of the present invention is used, and the device includes: an instruction acquisition module, which is used to receive real-time instructions from users requesting interaction; an interactive behavior classification module, which is used to obtain the interactive duration and the real-time location information of the user interacting with the display screen during the interactive process through the real-time instructions, and classify the interactive behavior according to the interactive duration and the real-time location information, and determine the first category and the second category corresponding to the interactive behavior; a first personalized interactive strategy acquisition module, which is used to obtain the first personalized interactive strategy corresponding to the first category and the second category according to the first category and the second category; a cluster analysis module, which is used to perform cluster analysis on the interactive duration and the real-time location information to determine the number of interactions; a second personalized interactive strategy acquisition module, which is used to determine the second personalized interactive strategy according to the number of interactions; an interactive display control module, which is used to control the LED Rubik's Cube display screen to achieve interactive display with the user according to the first personalized interactive strategy and the second personalized interactive strategy. This device effectively solves the problem of the inability to achieve flexible interactive control in the prior art by combining real-time command reception, user interaction data analysis and personalized strategy formulation. Traditional display screens mostly use fixed content display and cannot respond to user behavior changes in real time. This solution obtains the user's interaction duration and location information in real time to ensure that each user's interaction method can be accurately analyzed. By dividing user behavior into different categories, the system can apply corresponding interactive strategies in a targeted manner, making the interactive effect more natural and rich. At the same time, by determining the number of interactions through cluster analysis, the system can flexibly adjust the interactive strategy to meet the needs of a single user or multiple users, thereby enhancing the diversity and sense of participation of the interactive experience. This real-time, personalized control mechanism not only improves the interactivity of the display screen, but also enhances the user's participation experience.

[0182] Example 3

[0183] In addition, combined Figure 1 The rotational interactive display adjustment method of the LED magic cube display screen described in Example 1 of the present invention can be implemented by the interactive display system of the LED magic cube display screen. Fig.13 A schematic diagram of the hardware structure of the interactive display system of the LED magic cube display screen provided in Example 3 of the present invention is shown.

[0184] The interactive display system of the LED magic cube display screen may include a processor and a memory storing computer program instructions.

[0185] Specifically, the processor may include a central processing unit (CPU), or an application specific integrated circuit (ASIC), or may be configured to implement one or more integrated circuits of the embodiments of the present invention.

[0186] The memory may include a large capacity memory for data or instructions. By way of example and not limitation, the memory may include a hard disk drive (HDD), a floppy disk drive, a flash memory, an optical disk, a magneto-optical disk, a magnetic tape, or a universal serial bus (USB) drive or a combination of two or more of these. In appropriate cases, the memory may include a removable or non-removable (or fixed) medium. In appropriate cases, the memory may be inside or outside a data processing device. In a specific embodiment, the memory is a non-volatile solid-state memory. In a specific embodiment, the memory includes a read-only memory (ROM). In appropriate cases, the ROM may be a mask-programmed ROM, a programmable ROM (PROM), an erasable PROM (EPROM), an electrically erasable PROM (EEPROM), an electrically rewritable ROM (EAROM) or a flash memory or a combination of two or more of these.

[0187] The processor reads and executes computer program instructions stored in the memory to implement any one of the rotational interactive display adjustment methods of the LED magic cube display screen in the above embodiments.

[0188] In one example, the interactive display system of the LED magic cube display screen may also include a communication interface and a bus. Fig.13 As shown, the processor, memory, and communication interface are connected via a bus and communicate with each other.

[0189] The communication interface is mainly used to implement communication between the modules, devices, units and / or equipment in the embodiments of the present invention.

[0190] The bus includes hardware, software or both, and the parts of the device are coupled to each other. For example, but not limitation, the bus may include accelerated graphics port (AGP) or other graphics bus, enhanced industrial standard architecture (EISA) bus, front side bus (FSB), hypertransport (HT) interconnection, industrial standard architecture (ISA) bus, infinite bandwidth interconnection, low pin count (LPC) bus, memory bus, micro channel architecture (MCA) bus, peripheral component interconnection (PCI) bus, PCI-Express (PCI-X) bus, serial advanced technology attachment (SATA) bus, video electronics standard association local (VLB) bus or other suitable bus or two or more of these combinations. In suitable cases, the bus may include one or more buses. Although the embodiment of the present invention describes and shows a specific bus, the present invention considers any suitable bus or interconnection.

[0191] In summary, the embodiments of the present invention provide a method, device and system for adjusting the rotational interactive display of an LED magic cube display screen.

[0192] It should be clear that the present invention is not limited to the specific configuration and processing described above and shown in the figures. For the sake of simplicity, a detailed description of the known method is omitted here. In the above embodiments, several specific steps are described and shown as examples. However, the method process of the present invention is not limited to the specific steps described and shown, and those skilled in the art can make various changes, modifications and additions, or change the order between the steps after understanding the spirit of the present invention.

[0193] The functional blocks shown in the above-described block diagram can be implemented as hardware, software, firmware or a combination thereof. When implemented in hardware, it can be, for example, an electronic circuit, an application specific integrated circuit (ASIC), appropriate firmware, a plug-in, a function card, etc. When implemented in software, the elements of the present invention are programs or code segments that are used to perform the required tasks. The program or code segment can be stored in a machine-readable medium, or transmitted on a transmission medium or a communication link by a data signal carried in a carrier wave. "Machine-readable medium" can include any medium capable of storing or transmitting information. Examples of machine-readable media include electronic circuits, semiconductor memory devices, ROM, flash memory, erasable ROM (EROM), floppy disks, CD-ROMs, optical disks, hard disks, optical fiber media, radio frequency (RF) links, etc. The code segment can be downloaded via a computer network such as the Internet, an intranet, etc.

[0194] The user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, stored data, displayed data, etc.) involved in this application are all information and data authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with the relevant laws, regulations and standards of the relevant location, and provide corresponding operation entrances for users to choose to authorize or refuse.

[0195] It should also be noted that the exemplary embodiments mentioned in the present invention describe some methods or systems based on a series of steps or devices. However, the present invention is not limited to the order of the above steps, that is, the steps can be performed in the order mentioned in the embodiments, or in a different order from the embodiments, or several steps can be performed simultaneously.

[0196] The above is only a specific implementation of the present invention. Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working process of the system, module and unit described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here. It should be understood that the protection scope of the present invention is not limited to this. Any technician familiar with the technical field can easily think of various equivalent modifications or replacements within the technical scope disclosed by the present invention, and these modifications or replacements should be covered within the protection scope of the present invention.

Claims

1. A method for adjusting the rotational interactive display of an LED magic cube display screen, characterized in that: The method comprises: By receiving real-time instructions from users requesting interaction, the interaction duration and real-time location information of the user interacting with the display screen during the interaction process are obtained; Obtaining a plurality of preset snap positions and display screen orientations corresponding to the snap positions; The LED magic cube display screen is rotated, and when it is rotated to a target buckle position among the buckle positions, a target display screen orientation corresponding to the target buckle position is determined; According to the real-time position information, the orientation of the display screen where the interactive position is located is compared with the orientation of the target display screen. If the orientations are the same, the display area of ​​the display screen where the interactive position is located is used as the primary display area, and the display area of ​​the display screen where the non-interactive position is located is used as the secondary display area; If the directions are different, the interaction time of the interaction position is compared with a preset time threshold. When the interaction time is greater than the time threshold, the display area of ​​the display screen where the interaction position is located is used as the primary display area, and the display area of ​​the display screen where the non-interaction position is located is used as the secondary display area. When the interaction duration is less than or equal to the duration threshold, the display area corresponding to the target display screen is used as the primary display area, and the display area corresponding to the non-target display screen is used as the secondary display area; According to the preset original display parameters, the original display parameters of the main display area are adjusted to the main display parameters, and the display parameters of the secondary display area are adjusted to the secondary display parameters.

2. The rotation interactive display adjustment method of the LED magic cube display screen according to claim 1 is characterized in that: The method further comprises: Classifying the interactive behavior according to the interactive duration and the real-time location information, and determining a first category and a second category corresponding to the interactive behavior; According to the first category and the second category, a first personalized interaction strategy corresponding to the first category and the second category is obtained.

3. The rotation interactive display adjustment method of the LED magic cube display screen according to claim 2 is characterized in that: The classifying the interactive behavior according to the interactive duration and the real-time location information to determine the first category and the second category corresponding to the interactive behavior includes: Classify and process the real-time instructions to obtain interaction duration and real-time location information; If the interaction duration is less than the preset duration and the real-time location information does not change, the first category is tap; If the interaction duration is greater than or equal to the preset duration and the real-time location information does not change, the first category is long press; If the real-time position information changes, the real-time position information is tracked, and when the motion trajectory is continuous, the first category is sliding; According to the real-time location information and interaction duration, if there is only one interaction location within the same interaction time, the second category is single-point interaction; If there are at least two interaction locations at the same interaction time, the second category is multi-point interaction; In case of multi-point interaction, according to the real-time position information, if all the interaction positions are on the same display screen, the second category is same-surface multi-point interaction; If the interaction locations are not on the same display screen, the second category is non-planar multi-point interaction.

4. The rotation interactive display adjustment method of the LED magic cube display screen according to claim 2 is characterized in that: The acquiring, based on the first category and the second category, a first personalized interaction strategy corresponding to the first category and the second category comprises: When the real-time instruction is received, the preset texture information under the control of the initial display parameters is rendered onto the display screen where the interactive position is located according to the real-time position information; If the first category is tapping, the initial strategy is to adjust the initial display parameters to preset target display parameters, wherein the display parameters include at least brightness, chromaticity and transparency; If the first category is long press, the initial strategy is to adjust the initial display parameter according to the interaction duration and determine the adjusted first display parameter; If the first category is sliding, the initial strategy is to calculate the moving speed of the interactive position on the display screen by using the real-time position information and the interaction duration, and adjust the initial display parameters according to the moving speed to determine the adjusted second display parameters; If the second category is a single-point interaction, the initial strategy corresponding to the first category of the single-point interaction position is used as the first personalized display interaction strategy; If the second category is same-plane multi-point interaction, then determine the target interaction position with the highest priority according to the preset priorities corresponding to the interaction positions, and use the initial strategy corresponding to the first category of the target interaction position as the first personalized display interaction strategy; If the second category is heterogeneous multi-point interaction, a first personalized display interaction strategy is determined based on a preset rule and in combination with an initial strategy corresponding to the first category of each interaction position.

5. The rotation interactive display adjustment method of the LED magic cube display screen according to claim 4 is characterized in that: If the second category is heterogeneous multi-point interaction, then according to a preset rule, combined with the initial strategy corresponding to the first category of each interaction position, determining the first personalized display interaction strategy includes: If the second category is heterogeneous multi-point interaction, then the sliding direction of each interactive position of the first category being sliding is obtained, and the sliding direction is used as the diffusion direction of the texture information; According to the interaction duration and the real-time position information, if there are adjacent panels in the display screen where each interaction position is located within a preset time interval, determine the orientation information of the adjacent panels; When the diffusion direction matches the orientation information, the first personalized display interaction strategy is to diffuse the texture information from the first display screen to the second display screen according to a preset diffusion speed.

6. The rotation interactive display adjustment method of the LED magic cube display screen according to claim 5 is characterized in that: When the diffusion direction matches the orientation information, the first personalized display interaction strategy diffuses the texture information from the first display screen to the second display screen according to a preset diffusion speed, including: Acquire the real-time position information of the sliding of the first category and the preset transition area position information of the adjacent display screens; Determine, based on the real-time position information and the transition area position information, a first distance and a second distance from the interaction position to the border of an adjacent display screen, respectively; Determining an adjustment weight of a display parameter according to the first distance and the second distance; When the texture information diffuses to the transition area, a weighted average calculation is performed on the real-time display parameters according to the adjustment weights to determine the adjusted display parameters.

7. The rotation interactive display adjustment method of the LED magic cube display screen according to claim 1, characterized in that: Before obtaining the preset multiple buckle positions and the display screen orientations corresponding to the buckle positions, the method further includes: Processing the real-time location information and interaction duration, classifying similar interaction locations into the same group, and determining multiple interaction groups; According to each of the interaction groups, the number of users corresponding to each of the interaction groups is determined as the number of interactions, wherein the number of interactions includes a single person and multiple people.

8. The rotation interactive display adjustment method of the LED magic cube display screen according to claim 1, characterized in that: After determining the number of users corresponding to each interaction group as the number of interactions according to each interaction group, the method further includes: If the number of people interacting is multiple, then according to the real-time location information, an area within a preset distance range from the interaction location is determined as an independent display area; When the texture information diffuses to the boundary of the independent display area, the diffusion is stopped.

9. A rotating interactive display adjustment device for an LED magic cube display screen, characterized in that: The device comprises: A location acquisition module is used to obtain the interaction duration and the real-time location information of the user interacting with the display screen during the interaction process by receiving the real-time instruction of the user requesting the interaction; A position and orientation determination module, used to obtain a plurality of preset buckle positions and the display screen orientation corresponding to each buckle position; A rotation module, used for rotating the LED magic cube display screen, and when rotating to a target buckle position among the buckle positions, determining the target display screen orientation corresponding to the target buckle position; A first primary and secondary display area determination module, configured to compare the orientation of the display screen where the interactive position is located with the orientation of the target display screen according to the real-time position information, and if the orientations are the same, use the display area of ​​the display screen where the interactive position is located as the primary display area, and use the display area of ​​the display screen where the non-interactive position is located as the secondary display area; A second primary and secondary display area determination module, for comparing the interaction time of the interaction position with a preset time threshold if the directions are different, and when the interaction time is greater than the time threshold, using the display area of ​​the display screen where the interaction position is located as the primary display area, and using the display area of ​​the display screen where the non-interaction position is located as the secondary display area; a third primary and secondary display area determination module, configured to, when the interaction duration is less than or equal to the duration threshold, use the display area corresponding to the target display screen as the primary display area, and use the display area corresponding to the non-target display screen as the secondary display area; The display parameter adjustment module is used to adjust the original display parameters of the main display area to the main display parameters, and adjust the display parameters of the secondary display area to the secondary display parameters according to the preset original display parameters.

10. A rotational interactive display adjustment system for an LED magic cube display screen, characterized in that: include: At least one processor, at least one memory and computer program instructions stored in the memory, when the computer program instructions are executed by the processor, implement the method according to any one of claims 1 to 8.

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