A touch screen human-computer interaction method, device and system for game verification
By generating non-coined test points and movable marks on the touch screen, combining operation data analysis of operation task complexity and false touch coefficient, the problem of user operating habits and false touch effects affecting the accuracy of inspection is solved, and higher accuracy and reliability are achieved.
Patent Information
- Application Number
- CN202510253295.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-05
- Publication Date
- 2025-04-04
- Estimated Expiration
- 2045-03-05
AI Technical Summary
In the prior art, users have inconsistent operating habits during game machine verification and inconsistent touch effects of touch screens, resulting in poor accuracy and reliability of human-computer interaction inspection.
By generating non-coined test points and movable marks on the touch screen, touch points are generated when the user operates, and the movable marks on the touch screen move towards the touch point. When the movable marks coincide with the test point, the test points disappear and the next test point is generated at a random position. Based on the location and operation data of the two adjacent test points, the complexity of the operation task and the initial execution degree are calculated, and the error touch coefficient is determined through the touch position and pressure distribution. Combined with the initial execution degree and the error touch coefficient, the touch execution degree is determined, and finally the machine verification result analysis is carried out based on the complexity of the operation task and the touch execution degree.
Through this method, the subjective factors of user's personal operating habits and mistouch effects are eliminated, and the accuracy and reliability of human-computer interaction inspection of touch screens are improved, and the obtained machine inspection results are more in line with the objective situation.
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Figure CN119759251A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of touch screen inspection technology, and in particular to a touch screen human-computer interaction method, device and system for game machine inspection. Background Art
[0002] Game testing refers to combining the detection of digital devices with the game process. It is a process of small-scale testing of digital devices. The testing results can be obtained through the game testing process. As the main interactive medium between users and digital devices, the accuracy, response speed and recognition ability of the touch screen have a key impact on the overall experience of the device. Therefore, testing the performance of the touch screen through game testing can not only simulate the actual operating environment, but also increase the user's sense of participation and fun.
[0003] In the related art, game scores are used to assist user experience and implement touch screen human-computer interaction test analysis. However, in the actual game test process, there are errors caused by human factors, which will make the test score less objective. For example, different users have different operating habits when playing games, and the touch screen itself has inconsistent false touch effects, which will lead to subjective errors, resulting in poor accuracy and reliability of touch screen human-computer interaction test. Summary of the invention
[0004] In order to solve the technical problem in the related art that different users have inconsistent operating habits when playing games, and the touch screen itself has inconsistent false touch effects, which results in poor accuracy and reliability of touch screen human-computer interaction inspection, the present invention provides a touch screen human-computer interaction method for game inspection, and the technical solution adopted is as follows:
[0005] The present invention proposes a touch screen human-computer interaction method for game verification, wherein the touch screen generates non-overlapping test points and a movable mark, generates a touch point when operated by a user, and the movable mark on the touch screen moves toward the touch point. When the movable mark overlaps with the test point on the touch screen, the test point disappears, and the next test point is generated at another random position. The method comprises:
[0006] In the overall game operation process, two test points that the movable marker on the touch screen passes through continuously are regarded as two adjacent test points, and the positions of the two adjacent test points on the touch screen and the operation data of the user passing through the two adjacent test points are obtained, wherein the operation data includes the touch positions and touch pressures of different touch points;
[0007] Determine the complexity of the operation task between the two adjacent test points according to the positions of the two adjacent test points on the touch screen and the number of all touch points between the two test points;
[0008] Determine the initial execution degree of the user operation at the two adjacent test points according to the time interval when the movable marker coincides with all two adjacent test points, the straight-line distance between the two adjacent test points, and the moving distance of the movable marker between the two adjacent test points; determine the false touch coefficient of the touch operation according to the touch positions of all touch points between the two adjacent test points and the touch pressure corresponding to each touch point; determine the touch execution degree of the two adjacent test points in combination with the initial execution degree and the false touch coefficient;
[0009] The touch screen inspection results are analyzed based on the complexity of the operation tasks and the touch execution degree between all two adjacent test points.
[0010] Further, determining the complexity of the operation task between two adjacent test points according to the positions of the two adjacent test points on the touch screen and the number of all touch points between the two test points includes:
[0011] Calculate the average of the number of touch points between all two adjacent test points to obtain the point average, and perform maximum and minimum value normalization processing on the difference between the number of touch points between any two adjacent test points and the point average as the first complexity impact indicator;
[0012] Determine the center position of the touch screen, and determine the average of the straight-line distances between two adjacent test points and the center position as the center distance; and use the straight-line distance between the two adjacent test points as the test distance;
[0013] Calculating the ratio of the center distance to the test distance to obtain a second complexity impact index;
[0014] The product value of the first complexity impact index and the second complexity impact index of two adjacent test points is normalized to the maximum and minimum values to obtain the complexity of the operation task between the two adjacent test points.
[0015] Furthermore, determining the initial execution degree of the user operation at two adjacent test points according to the time interval when the movable mark coincides with all two adjacent test points and the moving distance of the movable mark between the two adjacent test points includes:
[0016] The time interval between the movable mark passing through two adjacent test points is regarded as an execution cycle, and the average of the duration of all execution cycles is calculated as the first execution degree impact indicator;
[0017] The difference between the total distance that the movable marker moves between two adjacent test points and the straight-line distance between the two test points is used as the second execution degree impact indicator;
[0018] The initial execution degrees of two adjacent test points are determined according to the first execution degree impact indicator and the second execution degree impact indicator, wherein the initial execution degree is negatively correlated with the first execution degree impact indicator and positively correlated with the second execution degree impact indicator.
[0019] Further, determining the initial execution degrees of two adjacent test points according to the first execution degree impact indicator and the second execution degree impact indicator includes:
[0020] The difference between the second execution degree influencing index and the first execution degree influencing index is calculated, and the maximum and minimum values are normalized to obtain the initial execution degrees of two adjacent test points.
[0021] Furthermore, determining the false touch coefficient of the touch operation according to the touch positions of all touch points between two adjacent test points and the touch pressure corresponding to each touch point includes:
[0022] The straight-line distance between two adjacent touch points in the time sequence between two adjacent test points is used as the touch distance of the corresponding two touch points; the variance of all touch distances is used as the first false touch influence coefficient;
[0023] The variance of the touch pressure of all touch points between two adjacent test points is used as the second false touch influence coefficient;
[0024] The product of the first false touch influence coefficient and the second false touch influence coefficient is calculated, and the maximum and minimum values are normalized to obtain the false touch coefficient of the touch operation between the two test points.
[0025] Furthermore, the step of combining the initial execution degree and the false touch coefficient to determine the touch execution degree of two adjacent test points includes:
[0026] The difference between the initial execution degree and the false touch coefficient is calculated, and the maximum and minimum values are normalized to obtain the touch execution degree.
[0027] Furthermore, each time the movable mark overlaps with a test point on the touch screen, 1 point is recorded, and the final score of the entire game operation process within a fixed time is counted.
[0028] Furthermore, the touch screen inspection result analysis is performed based on the complexity of the operation tasks and the touch execution degree between all two adjacent test points, including:
[0029] Sort the complexity of the operation tasks between all two adjacent test points according to the time sequence between the test points to obtain a complexity sequence;
[0030] The touch execution degrees between all two adjacent test points are sorted according to the time sequence between the test points to obtain an execution degree sequence;
[0031] Calculating the Pearson correlation coefficient between the complexity sequence and the execution sequence, performing maximum and minimum value normalization processing on the opposite number of the Pearson correlation coefficient to obtain a modified weight;
[0032] The product value of the correction weight and the final score is used as the touch screen inspection result.
[0033] On the other hand, a touch screen human-computer interaction system for game verification is also provided, wherein the touch screen generates non-overlapping test points and a movable mark, generates a touch point when operated by a user, and the movable mark on the touch screen moves toward the touch point. When the movable mark overlaps with the test point on the touch screen, the test point disappears, and the next test point is generated at another random position. The system comprises:
[0034] An acquisition module is used to, in the overall game operation process, take two test points that the movable marker on the touch screen passes through continuously as two adjacent test points, and acquire the positions of the two adjacent test points on the touch screen, as well as the operation data of the user passing through the two adjacent test points, wherein the operation data includes the touch positions and touch pressures of different touch points;
[0035] A complexity analysis module, used to determine the complexity of the operation task between two adjacent test points according to the positions of the two adjacent test points on the touch screen and the number of all touch points between the two test points;
[0036] The execution degree analysis module is used to determine the initial execution degree of the user operation at two adjacent test points according to the time interval when the movable mark coincides with all two adjacent test points, the straight-line distance between the two adjacent test points, and the moving distance of the movable mark between the two adjacent test points; determine the false touch coefficient of the touch operation according to the touch positions of all touch points between the two adjacent test points and the touch pressure corresponding to each touch point; and determine the touch execution degree of the two adjacent test points in combination with the initial execution degree and the false touch coefficient;
[0037] The machine inspection module is used to analyze the machine inspection results of the touch screen according to the complexity of the operation tasks and the touch execution degree between all two adjacent test points.
[0038] On the other hand, a touch screen human-computer interaction device for game verification is also provided, the device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, and the processor implements the steps of any of the methods described above when executing the computer program.
[0039] The present invention has the following beneficial effects:
[0040] The present invention obtains the positions of two adjacent test points and operation data in a corresponding time period under a game background generated by a touch screen, thereby determining the complexity of the operation task according to the position information of the test points and the number of touch points obtained by the operation, characterizing the operation difficulty of the two adjacent test points by the complexity of the operation task, determining the initial execution degree by the moving distance and the straight-line distance during the operation, and obtaining the false touch coefficient by the distribution of the touch position and the touch pressure, and determining the touch execution degree of the two adjacent test points in combination with the false touch coefficient and the initial execution degree, the touch execution degree characterizing the execution effect of the touch operation performed by the quality inspection of the two adjacent test points, and then, analyzing the machine inspection results in combination with the complexity of the operation task and the touch execution degree, so that the obtained machine inspection results are more in line with the objective situation, eliminating the influence of subjective factors such as the personal operation habits of the user and the false touch effect, and improving the accuracy and reliability of the touch screen human-computer interaction inspection. BRIEF DESCRIPTION OF THE DRAWINGS
[0041] In order to more clearly illustrate the technical solutions and advantages in the embodiments of the present invention or the prior art, the drawings required for use in the embodiments or the prior art descriptions are briefly introduced below. Obviously, the drawings described below are only some embodiments of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying creative work.
[0042] Figure 1 A flow chart of a touch screen human-computer interaction method for game verification provided by an embodiment of the present invention;
[0043] Figure 2 A schematic diagram of a screen interface of a snake game provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0044] In order to further explain the technical means and effects adopted by the present invention to achieve the predetermined invention purpose, the following is a detailed description of the touch screen human-computer interaction method, device and system for game verification proposed by the present invention, its specific implementation method, structure, features and effects, in combination with the accompanying drawings and preferred embodiments. In the following description, different "one embodiment" or "another embodiment" does not necessarily refer to the same embodiment. In addition, specific features, structures or characteristics in one or more embodiments may be combined in any suitable form.
[0045] Unless defined otherwise, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this invention belongs.
[0046] The game process in the embodiment of the present invention is mainly as follows: a non-overlapping test point and a movable mark are generated on the touch screen, a touch point is generated when operated by the user, the movable mark on the touch screen moves toward the touch point, and when the movable mark overlaps with the test point on the touch screen, the test point disappears, and the next test point is generated at another random position.
[0047] Among them, the game verification system can be installed on the device to be tested on the touch screen to start the verification task; the coverage area of the user's fingertips on the touch screen is usually between 5 and 10 mm in diameter. Therefore, when the user interacts with the touch screen, the morphological center point of the user's fingertip coverage area is used as the touch point.
[0048] It is understandable that the number of test points in the touch screen at the same time can be one or more. The user controls the direction of the movable marker by clicking, so that the movable marker moves and overlaps with the test point. The overlapping test point disappears, and the next test point is generated at other random positions.
[0049] It should be noted that the game in this solution is specifically a game in the form of "snake", see Figure 2 , which is a screen interface diagram of a snake game in one embodiment of the present invention. The finger can control the head sensing area (movable mark) of the "snake" by clicking the screen, and control its moving direction to move with the finger. The "reward props" (test points) of the "snake" are generated in each square, and the "snake" can be controlled by the finger to eat all the reward props appearing in different positions. Of course, in other embodiments of the present invention, it can also be other different forms of games, which are not limited to this.
[0050] The present invention aims to realize the performance inspection of the touch screen according to the movement of the movable mark and the user's clicking condition by the user clicking the touch screen.
[0051] The following is a detailed description of a specific scheme of a touch screen human-computer interaction method for game verification provided by the present invention in conjunction with the accompanying drawings.
[0052] See also Figure 1 , which shows a flow chart of a touch screen human-computer interaction method for game verification provided by an embodiment of the present invention, the method comprising:
[0053] S101: In the overall game operation process, two test points that the movable marker on the touch screen passes continuously are regarded as two adjacent test points, and the positions of the two adjacent test points on the touch screen and the operation data of the user passing between the two adjacent test points are obtained, wherein the operation data includes the touch positions and touch pressures of different touch points.
[0054] Among them, from the start of the game to the pause or end of the game can be regarded as an overall game operation process. In this process, the user controls the movable marker to pass through different test points, and sequentially obtains the user's operation data when the movable marker passes through two adjacent test points.
[0055] It should be noted that the adjacent feature of two adjacent test points is not the adjacent position on the touch screen, but the adjacent order in which the movable marker passes under the overall game operation process, that is, the two test points that the movable marker passes continuously are regarded as two adjacent test points.
[0056] A two-dimensional rectangular coordinate system may be constructed with the lower left corner of the touch screen as the origin, thereby determining the coordinates of each point on the touch screen, and using the coordinates as position information.
[0057] It is understandable that in the embodiments of the present invention, the device including the touch screen can be specifically a digital device such as a mobile phone or a tablet, and the touch screen is capacitive. When a finger touches the screen, the charge of the human body interacts with the electric field on the screen, causing the capacitance to change. The controller in the screen detects these changes and calculates data such as the touch position and touch pressure. Therefore, the operation data includes the touch position and touch pressure of different touch points.
[0058] Therefore, taking the "Snake" game as a specific example, when the snake head passes by two adjacent "reward props", the position and pressure of each click of the user on the touch screen within the corresponding time range are obtained. That is to say, when passing by two adjacent "reward props" continuously, the user needs to perform different operations according to the position and obtain different touch points, so that the touch position and touch pressure of all touch points are used as operation data.
[0059] S102: Determine the complexity of the operation task between the two adjacent test points according to the positions of the two adjacent test points on the touch screen and the number of all touch points between the two test points.
[0060] Among them, due to the randomness of the position of the next test point generation, each position may have different operating difficulties, which will affect the objective game verification. Therefore, in the embodiment of the present invention, the operating difficulty between two adjacent test points is analyzed to obtain the complexity of the operation task.
[0061] The greater the difficulty of the operation, the more clicks the corresponding user has to make, and the farther and more offset the positions of the two test points on the touch screen are, based on which the calculation of the complexity of the operation task can be implemented.
[0062] Further, in some embodiments of the present invention, the complexity of the operation task between two adjacent test points is determined based on the positions of two adjacent test points on the touch screen and the number of all touch points between the two test points, including: calculating the average of the number of touch points between all adjacent test points to obtain the point mean, and normalizing the difference between the number of touch points between any two adjacent test points and the point mean to the maximum and minimum values as a first complexity impact index; determining the center position of the touch screen, and determining the average of the straight-line distances between the two adjacent test points and the center position as the center distance; using the straight-line distance between the two adjacent test points as the test distance; calculating the ratio of the center distance to the test distance to obtain a second complexity impact index; and normalizing the product of the first complexity impact index and the second complexity impact index of the two adjacent test points to the maximum and minimum values as the complexity of the operation task between the two adjacent test points.
[0063] The task complexity in the embodiment of the present invention is to analyze the difficulty of the touch operation between two adjacent test points. It can be understood that the more clicks, the greater the difficulty of the operation. However, due to the different operating habits of different users, for example, some users like to click continuously for multiple times, while other users like to click at key turning positions. Based on this, by calculating the point mean and calculating the difference between the number of touch points between two adjacent test points and the point mean, the influence of user personal habits can be eliminated to obtain a more accurate and objective first complexity impact indicator.
[0064] It should be noted that the farther the distance between two adjacent test points on the touch screen is, the higher the corresponding difficulty will be. Therefore, in the embodiment of the present invention, the straight-line distance between two adjacent test points is used as the test distance. The larger the test distance is, the higher the difficulty is.
[0065] On the other hand, it is necessary to analyze the eccentric distance of each test point, which is the distance between the test point and the center of the screen. The farther the distance between the test point and the center of the screen is, the more remote the corresponding test point is, which means that the click operation of the test point is more inconvenient and the operation task is more difficult to perform. The present invention calculates the second complexity impact index, that is, the larger the value of the second complexity impact index is, the larger the test distance is, the more inconvenient the click operation is, and the more difficult the operation task is.
[0066] Therefore, in the embodiment of the present invention, the product value of the first complexity impact index and the second complexity impact index is calculated, and the maximum and minimum value normalization processing is performed to obtain the complexity of the operation task between two adjacent test points.
[0067] S103: Determine the initial execution degree of the user's operation at two adjacent test points based on the time interval when the movable marker coincides with all two adjacent test points, the straight-line distance between the two adjacent test points, and the moving distance of the movable marker between the two adjacent test points; determine the false touch coefficient of the touch operation based on the touch positions of all touch points between the two adjacent test points and the touch pressure corresponding to each touch point; and determine the touch execution degree of two adjacent test points by combining the initial execution degree and the false touch coefficient.
[0068] After analyzing the complexity of the operation task between two adjacent test points, it is necessary to analyze the execution degree of each operation between two adjacent test points. It is understandable that in conventional detection scenarios, the more complex the operation task, the smaller its execution degree is usually.
[0069] In the embodiment of the present invention, the execution degree represents the execution status when the operation is performed. It should be noted that in the normal operation process, both the position information and the pressure information tend to be stable. When an erroneous operation or other erroneous execution occurs, some outlier touch points and touch effects with large pressure deviations will appear. For example, if a finger accidentally touches the screen, or the palm presses on other areas of the screen, etc., this part needs to be analyzed to eliminate the impact of false touch perception.
[0070] Among them, the initial execution degree is the execution degree analysis when it is affected by human factors. Under normal circumstances, the movable marker will move along a straight line toward the test point. When human errors occur, it will cause deviations in the moving distance, thereby increasing the moving distance and time. Therefore, the initial execution degree analysis can be performed based on the moving distance and time interval.
[0071] Further, in some embodiments of the present invention, the initial execution degree of the user operation at two adjacent test points is determined based on the time interval when the movable marker coincides with all two adjacent test points, and the moving distance of the movable marker between two adjacent test points, including: taking the time interval between the movable marker passing through two adjacent test points as an execution cycle, and calculating the average of the duration of all execution cycles as a first execution degree impact indicator; taking the difference between the total distance the movable marker moves between two adjacent test points and the straight-line distance between the two test points as a second execution degree impact indicator; and determining the initial execution degree of two adjacent test points based on the first execution degree impact indicator and the second execution degree impact indicator, wherein the initial execution degree is negatively correlated with the first execution degree impact indicator, and positively correlated with the second execution degree impact indicator.
[0072] It should be noted that since the test points appear randomly, the time analysis of two single adjacent test points does not have an objective meaning. However, the analysis of all the durations as a whole can characterize the overall level of different steps, that is, calculate the first execution degree impact index. The larger the value of the first execution degree impact index, the longer the time taken to complete the two adjacent test points, that is, the lower the execution degree.
[0073] The total distance the movable marker moves between two adjacent test points is subtracted from the straight-line distance between the two test points, that is, the moving distance is subtracted from the shortest straight-line distance. The smaller the difference, the more it conforms to the shortest distance travel effect, that is, the smaller the human influence and the higher the execution degree.
[0074] Therefore, in the embodiment of the present invention, the initial execution degree is negatively correlated with the first execution degree impact index, and is positively correlated with the second execution degree impact index.
[0075] It should be noted that a positive correlation indicates that there is a same-direction change relationship between the independent variable and the dependent variable, that is, the larger the independent variable is, the larger the dependent variable is; a negative correlation indicates that there is an opposite-direction change relationship between the independent variable and the dependent variable, that is, the smaller the independent variable is, the larger the dependent variable is; the specific manifestations of the positive correlation and the negative correlation are determined by actual applications and are not particularly limited in this application.
[0076] Furthermore, in some embodiments of the present invention, the initial execution degree of two adjacent test points is determined based on the first execution degree impact indicator and the second execution degree impact indicator, including: calculating the difference between the second execution degree impact indicator and the first execution degree impact indicator, performing maximum and minimum value normalization processing, and obtaining the initial execution degree of the two adjacent test points.
[0077] Of course, in other embodiments of the present invention, the ratio of the second execution degree impact index to the first execution degree impact index may be calculated, or other calculation methods may be implemented to determine the initial execution degree to ensure that the initial execution degree represents the execution information affected by human factors.
[0078] After analyzing the human impact, it is necessary to further analyze the false touches, and achieve the false touch analysis effect through the pressure and position of all touch points.
[0079] Furthermore, in some embodiments of the present invention, the false touch coefficient of the touch operation is determined according to the touch positions of all touch points between two adjacent test points and the touch pressure corresponding to each touch point, including: taking the straight-line distance between two adjacent touch points in time sequence between two adjacent test points as the touch distance of the corresponding two touch points; taking the variance of all touch distances as the first false touch influence coefficient; taking the variance of the touch pressure of all touch points between two adjacent test points as the second false touch influence coefficient; calculating the product of the first false touch influence coefficient and the second false touch influence coefficient, and normalizing the maximum and minimum values to obtain the false touch coefficient of the touch operation between the two test points.
[0080] Among them, the first false touch influence coefficient is the influence value obtained by analyzing the touch distance. It can be understood that, for two adjacent touch points in time sequence, that is, the touch points on both sides continuously clicked by the user, due to the clicking habits of each person, the distance presents a stable distribution under normal circumstances, but in the event of a false touch, a large gap will occur. Therefore, in this embodiment of the present invention, the variance is calculated as the first false touch influence coefficient, that is, the larger the value of the first false touch influence coefficient, the greater the impact of the false touch.
[0081] Among them, the second false touch influence coefficient is the false touch influence obtained by the touch pressure analysis. The variance of the touch pressure of all touch points between two adjacent test points is used as the second false touch influence coefficient. That is, the larger the second false touch influence coefficient is, the larger the variance of the touch pressure is, which means that the touch pressure is more unstable and the false touch effect is more obvious.
[0082] In the embodiment of the present invention, the first false touch influence coefficient and the second false touch influence coefficient are analyzed comprehensively, the product of the first false touch influence coefficient and the second false touch influence coefficient is calculated, and the maximum and minimum values are normalized to obtain the false touch coefficient of the touch operation between the two test points.
[0083] The false touch coefficient indicates the false touch effect, and the larger the false touch coefficient is, the more obvious the false touch effect is and the lower the touch execution degree is. Therefore, in the embodiment of the present invention, the difference between the initial execution degree and the false touch coefficient, the maximum and minimum values are normalized as the touch execution degree.
[0084] S104: Analyze the test results of the touch screen according to the complexity of the operation tasks and the touch execution degree between all two adjacent test points.
[0085] It should be noted that in the related art, the results of the machine inspection usually require multi-faceted analysis, such as the user's subjective experience and the objective game score. The game score can be obtained specifically as follows: each time the movable mark overlaps with the test point on the touch screen, it is recorded as 1 point, and the final score of the overall game operation process within a fixed time is counted.
[0086] In the embodiment of the present invention, an analysis is conducted from the perspective of objective game scores, and a score analysis that is more realistic about the touch experience is determined through task complexity and touch execution. For example, within a fixed time (such as 3 minutes), the score increases by 1 point for each "reward item" eaten by the "snake". Thus, the score after the statistics are completed is calculated. The higher the score, the smoother the overall operation and the better the touch effect. When the touch effect is worse, the corresponding performance is an increase in false touches and more touch operations are required to achieve the same effect, and the score within a limited time is lower.
[0087] Therefore, in an embodiment of the present invention, the touch screen inspection result is analyzed based on the complexity of the operation tasks and the touch execution degree between all two adjacent test points, including: sorting the complexity of the operation tasks between all two adjacent test points according to the time sequence between the test points to obtain a complexity sequence; sorting the touch execution degrees between all two adjacent test points according to the time sequence between the test points to obtain an execution degree sequence; calculating the Pearson correlation coefficient between the complexity sequence and the execution degree sequence, and normalizing the opposite of the Pearson correlation coefficient to the maximum and minimum values to obtain a corrected weight; and taking the product of the corrected weight and the final score as the inspection result of the touch screen.
[0088] In the embodiment of the present invention, by analyzing the correlation between the complexity of the operation task and the touch execution degree, it can be understood that when the complexity of the operation task is higher, more complicated touch operations are required to achieve the operation task. Therefore, under objective circumstances, the lower the touch execution degree is, the more negatively correlated the complexity sequence and the execution degree sequence are.
[0089] The Pearson correlation coefficient is a technology well known to those skilled in the art, and its value range is [-1,1]. The closer it is to 1, the stronger the positive correlation effect is, and the closer it is to -1, the stronger the negative correlation effect is. The opposite of the Pearson correlation coefficient is normalized to the maximum and minimum values to obtain a correction weight. The larger the correction weight, the stronger the negative correlation effect between the complexity sequence and the execution sequence is, and thus the more normal the operation effect is. At the same time, it reduces the influence of false touches and personal operations, so that the obtained machine inspection results are more in line with objective phenomena.
[0090] In the embodiment of the present invention, after the verification result is determined, the verification result can be used as an auxiliary to be combined with the user's actual touch experience to evaluate the human-computer interaction effect of the touch screen, and there is no limitation on this.
[0091] The present invention obtains the positions of two adjacent test points and operation data in a corresponding time period under a game background generated by a touch screen, thereby determining the complexity of the operation task according to the position information of the test points and the number of touch points obtained by the operation, characterizing the operation difficulty of the two adjacent test points by the complexity of the operation task, determining the initial execution degree by the moving distance and the straight-line distance during the operation, and obtaining the false touch coefficient by the distribution of the touch position and the touch pressure, and determining the touch execution degree of the two adjacent test points in combination with the false touch coefficient and the initial execution degree, the touch execution degree characterizing the execution effect of the touch operation performed on the quality inspection of the two adjacent test points, and then, analyzing the machine inspection results in combination with the complexity of the operation task and the touch execution degree, so that the obtained machine inspection results are more in line with the objective situation, eliminating the influence of the user's own personal operation habits and the false touch effect, and improving the accuracy and reliability of the touch screen human-computer interaction inspection.
[0092] On the other hand, the present invention also provides a touch screen human-computer interaction system for game verification, the system comprising:
[0093] An acquisition module is used to, in the overall game operation process, take two test points that the movable marker on the touch screen passes through continuously as two adjacent test points, and acquire the positions of the two adjacent test points on the touch screen, as well as the operation data of the user passing through the two adjacent test points, wherein the operation data includes the touch positions and touch pressures of different touch points;
[0094] A complexity analysis module, used to determine the complexity of the operation task between two adjacent test points according to the positions of the two adjacent test points on the touch screen and the number of all touch points between the two test points;
[0095] The execution degree analysis module is used to determine the initial execution degree of the user operation at two adjacent test points according to the time interval when the movable marker coincides with all two adjacent test points, the straight-line distance between the two adjacent test points, and the moving distance of the movable marker between the two adjacent test points; determine the false touch coefficient of the touch operation according to the touch positions of all touch points between the two adjacent test points and the touch pressure corresponding to each touch point; and determine the touch execution degree of the two adjacent test points by combining the initial execution degree and the false touch coefficient;
[0096] The machine inspection module is used to analyze the machine inspection results of the touch screen according to the complexity of the operation tasks and the touch execution degree between all two adjacent test points.
[0097] On the other hand, the present invention also provides a touch screen human-computer interaction device for game verification. The device includes a memory, a processor, and a computer program stored in the memory and run on the processor. When the processor executes the computer program, it implements the steps of any one of the aforementioned touch screen human-computer interaction methods for game verification.
[0098] It should be noted that the sequence of the above embodiments of the present invention is only for description and does not represent the advantages and disadvantages of the embodiments. The processes depicted in the accompanying drawings do not necessarily require the specific order or continuous order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.
[0099] The various embodiments in this specification are described in a progressive manner, and the same or similar parts between the various embodiments can be referenced to each other, and each embodiment focuses on the differences from other embodiments.
Claims
1. A touch screen human-computer interaction method for game verification, characterized in that: The touch screen generates a non-overlapping test point and a movable mark, generates a touch point when operated by a user, and the movable mark on the touch screen moves toward the touch point. When the movable mark overlaps with the test point on the touch screen, the test point disappears, and the next test point is generated at another random position. The method includes: In the overall game operation process, two test points that the movable marker on the touch screen passes through continuously are regarded as two adjacent test points, and the positions of the two adjacent test points on the touch screen and the operation data of the user passing through the two adjacent test points are obtained, wherein the operation data includes the touch positions and touch pressures of different touch points; Determine the complexity of the operation task between the two adjacent test points according to the positions of the two adjacent test points on the touch screen and the number of all touch points between the two test points; Determine the initial execution degree of the user operation at the two adjacent test points according to the time interval when the movable marker coincides with all two adjacent test points, the straight-line distance between the two adjacent test points, and the moving distance of the movable marker between the two adjacent test points; determine the false touch coefficient of the touch operation according to the touch positions of all touch points between the two adjacent test points and the touch pressure corresponding to each touch point; determine the touch execution degree of the two adjacent test points in combination with the initial execution degree and the false touch coefficient; The touch screen inspection results are analyzed based on the complexity of the operation tasks and the touch execution degree between all two adjacent test points.
2. A touch screen human-computer interaction method for game verification as claimed in claim 1, characterized in that: The step of determining the complexity of the operation task between the two adjacent test points according to the positions of the two adjacent test points on the touch screen and the number of all touch points between the two test points includes: Calculate the average of the number of touch points between all two adjacent test points to obtain the point average, and perform maximum and minimum value normalization processing on the difference between the number of touch points between any two adjacent test points and the point average as the first complexity impact indicator; Determine the center position of the touch screen, and determine the average of the straight-line distances between two adjacent test points and the center position as the center distance; and use the straight-line distance between the two adjacent test points as the test distance; Calculating the ratio of the center distance to the test distance to obtain a second complexity impact index; The product value of the first complexity impact index and the second complexity impact index of two adjacent test points is normalized to the maximum and minimum values to obtain the complexity of the operation task between the two adjacent test points.
3. A touch screen human-computer interaction method for game verification as claimed in claim 1, characterized in that: The determining of the initial execution degree of the user operation at two adjacent test points according to the time interval when the movable mark coincides with all two adjacent test points and the moving distance of the movable mark between the two adjacent test points includes: The time interval between the movable mark passing through two adjacent test points is regarded as an execution cycle, and the average of the duration of all execution cycles is calculated as the first execution degree impact indicator; The difference between the total distance that the movable marker moves between two adjacent test points and the straight-line distance between the two test points is used as the second execution degree impact indicator; The initial execution degrees of two adjacent test points are determined according to the first execution degree impact indicator and the second execution degree impact indicator, wherein the initial execution degree is negatively correlated with the first execution degree impact indicator and positively correlated with the second execution degree impact indicator.
4. A touch screen human-computer interaction method for game verification as claimed in claim 3, characterized in that: Determining initial execution degrees of two adjacent test points according to the first execution degree impact indicator and the second execution degree impact indicator includes: The difference between the second execution degree influencing index and the first execution degree influencing index is calculated, and the maximum and minimum values are normalized to obtain the initial execution degrees of two adjacent test points.
5. A touch screen human-computer interaction method for game verification as claimed in claim 1, characterized in that: The method of determining the false touch coefficient of the touch operation according to the touch positions of all touch points between two adjacent test points and the touch pressure corresponding to each touch point includes: The straight-line distance between two adjacent touch points in the time sequence between two adjacent test points is used as the touch distance of the corresponding two touch points; the variance of all touch distances is used as the first false touch influence coefficient; The variance of the touch pressure of all touch points between two adjacent test points is used as the second false touch influence coefficient; The product of the first false touch influence coefficient and the second false touch influence coefficient is calculated, and the maximum and minimum values are normalized to obtain the false touch coefficient of the touch operation between the two test points.
6. A touch screen human-computer interaction method for game verification as claimed in claim 1, characterized in that: The step of combining the initial execution degree and the false touch coefficient to determine the touch execution degree of two adjacent test points includes: The difference between the initial execution degree and the false touch coefficient is calculated, and the maximum and minimum values are normalized to obtain the touch execution degree.
7. A touch screen human-computer interaction method for game verification as claimed in claim 1, characterized in that: Each time the movable mark overlaps with a test point on the touch screen, 1 point is recorded, and the final score of the entire game operation process within a fixed time is counted.
8. A touch screen human-computer interaction method for game verification as claimed in claim 7, characterized in that: The touch screen inspection result analysis is performed based on the complexity of the operation tasks and the touch execution degree between all two adjacent test points, including: Sort the complexity of the operation tasks between all two adjacent test points according to the time sequence between the test points to obtain a complexity sequence; The touch execution degrees between all two adjacent test points are sorted according to the time sequence between the test points to obtain an execution degree sequence; Calculating the Pearson correlation coefficient between the complexity sequence and the execution sequence, performing maximum and minimum value normalization processing on the opposite number of the Pearson correlation coefficient to obtain a modified weight; The product value of the correction weight and the final score is used as the touch screen inspection result.
9. A touch screen human-computer interaction system for game verification, characterized in that: The touch screen generates a non-overlapping test point and a movable mark, generates a touch point when operated by a user, and the movable mark on the touch screen moves toward the touch point. When the movable mark overlaps with the test point on the touch screen, the test point disappears, and the next test point is generated at another random position. The system includes: An acquisition module is used to, in the overall game operation process, take two test points that the movable marker on the touch screen passes through continuously as two adjacent test points, and acquire the positions of the two adjacent test points on the touch screen, as well as the operation data of the user passing through the two adjacent test points, wherein the operation data includes the touch positions and touch pressures of different touch points; A complexity analysis module, used to determine the complexity of the operation task between two adjacent test points according to the positions of the two adjacent test points on the touch screen and the number of all touch points between the two test points; The execution degree analysis module is used to determine the initial execution degree of the user operation at two adjacent test points according to the time interval when the movable mark coincides with all two adjacent test points, the straight-line distance between the two adjacent test points, and the moving distance of the movable mark between the two adjacent test points; determine the false touch coefficient of the touch operation according to the touch positions of all touch points between the two adjacent test points and the touch pressure corresponding to each touch point; and determine the touch execution degree of the two adjacent test points in combination with the initial execution degree and the false touch coefficient; The machine inspection module is used to analyze the machine inspection results of the touch screen according to the complexity of the operation tasks and the touch execution degree between all two adjacent test points.
10. A touch screen human-computer interaction device for game verification, the device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that: When the processor executes the computer program, the steps of the method according to any one of claims 1 to 8 are implemented.
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