Bullet screen display method and device

By binding the target barrage and target object materials in the barrage display system and calculating their collision points, the problem of insufficient barrage interactivity and playability in the prior art is solved, and a higher user experience and barrage display effect is achieved.

CN119767093AActive Publication Date: 2025-04-04SHANGHAI BILIBILI TECH CO LTD
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Patent Information

Application Number
CN202411998892.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-31
Publication Date
2025-04-04
Estimated Expiration
2044-12-31

AI Technical Summary

Technical Problem

The existing barrage display solutions are insufficiently interactive and playable, resulting in poor user experience.

Method used

By determining the target barrage and target object materials and binding them in the multimedia display area, calculating their collision points, so that the target barrage and target object materials collide at the collision point, thereby optimizing the layout and improving the collision hit rate.

Benefits of technology

It improves the collision hit rate of barrage and object materials, enhances the playability and fun of barrage, and improves the user experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiment of the invention provides a bullet screen display method and device. The method comprises the following steps: determining a target bullet screen and a target object material, wherein the target bullet screen and the target object material collide in a multimedia display area; binding the target bullet screen and the target object material to obtain a binding relationship between the target bullet screen and the target object material; typesetting a target bullet screen and a target object material, and determining target bullet screen typesetting information of the target bullet screen and target material typesetting information of the target object material; and calculating a collision point of the target bullet screen and the target object material in the multimedia display area, so that the target bullet screen and the target object material collide at the collision point. According to the technical scheme of the embodiment of the invention, the collision hit rate of the bullet screen and the object material can be improved, and the bullet screen display effect can be enriched. Therefore, the interactivity and interestingness of the video can be improved, and the user experience is enhanced.
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Description

Technical Field

[0001] The embodiments of the present application relate to the field of barrage technology, and in particular, to a barrage display method, device, computer equipment, computer-readable storage medium, and computer program product. Background Art

[0002] With the rapid development of video technology, more and more users can watch various video programs through the Internet. In the process of watching video programs, users can interact with anchors or other users by sending barrages. The barrage refers to comments, messages or interactive content that appear in the form of sliding, scrolling or popping up in media such as videos or live broadcasts.

[0003] However, the existing bullet screen display solutions lack interactivity and playability, resulting in a poor user experience.

[0004] It should be noted that the above content is not necessarily prior art, nor is it intended to limit the scope of patent protection of this application. Summary of the invention

[0005] The embodiments of the present application provide a bullet screen display method, apparatus, computer device, computer-readable storage medium, and computer program product to solve or alleviate one or more of the technical problems raised above.

[0006] One aspect of an embodiment of the present application provides a bullet screen display method, the method comprising: Determining a target bullet screen and a target object material, wherein the target bullet screen and the target object material collide in a multimedia display area; Binding the target bullet comment and the target object material to obtain a binding relationship between the target bullet comment and the target object material; Layout the target bullet screen and the target object material respectively, and determine the target bullet screen layout information of the target bullet screen and the target material layout information of the target object material; Based on the binding relationship, the target bullet screen layout information and the target material layout information, a collision point between the target bullet screen and the target object material in the multimedia display area is calculated so that the target bullet screen and the target object material collide at the collision point.

[0007] Optionally, binding the target bullet comment and the target object material to obtain a binding relationship between the target bullet comment and the target object material includes: During the target bullet screen layout process, determining one or more object materials on the multimedia display area; Determine a target object material from one or more object materials; The target bullet comment and the target object material are bound to determine the layout information of the target bullet comment according to the binding relationship.

[0008] Optionally, determining the target object material from one or more object materials includes: Obtaining the appearance time corresponding to each of the object materials; The object material that appears earliest among the one or more object materials is determined as the target object material.

[0009] Optionally, binding the target bullet comment and the target object material to obtain a binding relationship between the target bullet comment and the target object material includes: In the process of typesetting the target object material, determining a plurality of bullet screens on the multimedia display area; Determining at least one target barrage from the plurality of barrages; Bind the plurality of target bullet comments to the target object material to determine layout information of the target object material according to the binding relationship.

[0010] Optionally, determining at least one target barrage from the multiple barrages includes: Acquire layout information of object materials on the multimedia display area; Determine, according to the layout information of the object material, an available path range of the target object material in the multimedia display area; wherein the available path range corresponds to a plurality of bullet screen tracks in the multimedia display area; At least one target barrage is determined according to at least one barrage within at least one barrage track corresponding to the available path range.

[0011] Optionally, the method further comprises: Calculate the location of the collision point based on the target bullet screen's track, position, speed, and appearance time, as well as the target object's position, moving path, speed, and appearance time; The moving animation of the target bullet screen is adjusted according to the collision point, so that the target bullet screen disappears when it moves to the collision point.

[0012] Optionally, the method further comprises: When the target bullet screen collides with the target object material, a first collision special effect is played at the collision point.

[0013] Optionally, the method further comprises: When the target object material has been collided by a preset number of target bullet screens, a second collision special effect is played at the last collision point; The last collision point corresponds to a preset number of target bullet screens.

[0014] Optionally, the second impact special effect includes: Within a predetermined time, the impacted object in the target object material gradually disappears or hides at the last collision point in an animation form to form a special effect that the impacted object is destroyed.

[0015] Optionally, the target object material includes one or more of the following features: (1) The target object material includes a sequence of frame images, and the sequence of frame images is used to display each frame image in the sequence of frame images in sequence during the display process of the target object material, and each frame image includes the impacted object; (2) The target object material includes an image of the object being struck; (3) The number of the target object materials is one or more, and multiple target object materials can appear in the multimedia display area at the same time.

[0016] Optionally, it is characterized in that the target barrage is obtained by combining the barrage content and a collision element, and the collision element is located at the head and / or tail of the barrage content; or The head and / or tail of the target barrage carries impact elements.

[0017] Another aspect of an embodiment of the present application provides a bullet screen display device, the device comprising: A determination module, used to determine a target bullet screen and a target object material, wherein the target bullet screen and the target object material collide in a multimedia display area; A binding module, used to bind the target bullet comment and the target object material to obtain a binding relationship between the target bullet comment and the target object material; A layout module, used to layout the target barrage and the target object material respectively, and determine the target barrage layout information of the target barrage and the target material layout information of the target object material; A calculation module is used to calculate the collision point of the target barrage and the target object material in the multimedia display area based on the binding relationship, the target barrage layout information and the target material layout information, so that the target barrage and the target object material collide at the collision point.

[0018] Another aspect of an embodiment of the present application provides a computer device, including: at least one processor; and a memory communicatively coupled to the at least one processor; Wherein: the memory stores instructions that can be executed by the at least one processor, and the instructions are executed by the at least one processor so that the at least one processor can execute the method as described above.

[0019] Another aspect of an embodiment of the present application provides a computer-readable storage medium, wherein the computer-readable storage medium stores computer instructions, and when the computer instructions are executed by a processor, the method described above is implemented.

[0020] Another aspect of an embodiment of the present application provides a computer program product, including a computer program, which implements the method described above when executed by a processor.

[0021] The above technical solution adopted in the embodiment of the present application may have the following advantages: By determining the target barrage (as the impactor) and the target object material (as the impactee, including a picture or animation of the impacted object). Among them, the target barrage and the target object material will collide in the multimedia display area. By binding the target barrage and the target object material, the binding relationship between the target barrage and the target object material is obtained. The target barrage and the target object material are respectively typeset to determine the target barrage typesetting information of the target barrage and the typesetting information corresponding to the target material of the target object material. Based on the binding relationship, the target barrage typesetting information and the target material typesetting information, the collision point of the target barrage and the target object material in the multimedia display area is calculated so that the target barrage and the target object material collide at the collision point. That is, when the target object material appears first in the multimedia display area, the target object material in the multimedia display area of ​​the target barrage is bound. When the target barrage appears first in the multimedia display area, the target object material is bound to the target barrage in the multimedia display area. Then optimize the typesetting so that the target object material and the target object material that establish the binding relationship will collide. It can be seen that the embodiments of the present application can not only improve the collision hit rate between the bullet screen and the object material, but also enrich the bullet screen display effect, thereby improving the interactivity and fun of the video and enhancing the user experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0022] The accompanying drawings exemplarily illustrate the embodiments and constitute a part of the specification, and together with the text description of the specification, are used to explain the exemplary implementation of the embodiments. The embodiments shown are for illustrative purposes only and do not limit the scope of the claims. In all drawings, the same reference numerals refer to similar but not necessarily identical elements.

[0023] Figure 1 The following schematically shows an operating environment diagram of the bullet screen display method according to the first embodiment of the present application; Figure 2The flowchart of the bullet screen display method according to the first embodiment of the present application is schematically shown; Figure 3 Schematically shows Figure 2 Flow chart of sub-steps of step S202; Figure 4 Schematically shows Figure 3 Flow chart of sub-steps of step S302; Figure 5 Schematically shows Figure 2 Flow chart of sub-steps of step S202; Figure 6 Schematically shows Figure 5 Flow chart of sub-steps of step S502; Figure 7 The newly added flow chart of the bullet screen display method according to the first embodiment of the present application is schematically shown; Figure 8 It is a schematic diagram of the barrage collision principle according to the first embodiment of the present application; Fig. 9 A schematic diagram of a bullet screen is given as an example; Fig.10 A block diagram of a bullet screen display device according to the second embodiment of the present application is schematically shown; and Fig.11 The hardware architecture diagram of the computer device according to the third embodiment of the present application is schematically shown. DETAILED DESCRIPTION

[0024] In order to make the purpose, technical solutions and advantages of the present application more clearly understood, the present application is further described in detail below in conjunction with the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain the present application and are not intended to limit the present application. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in the field without making creative work are within the scope of protection of the present application.

[0025] It should be noted that the descriptions involving "first", "second", etc. in the embodiments of the present application are only for descriptive purposes and cannot be understood as indicating or implying their relative importance or implicitly indicating the number of technical features indicated. Therefore, the features defined as "first" and "second" may explicitly or implicitly include at least one of the features. In addition, the technical solutions between the various embodiments can be combined with each other, but they must be based on the ability of ordinary technicians in the field to implement them. When the combination of technical solutions is contradictory or cannot be implemented, it should be deemed that such combination of technical solutions does not exist and is not within the scope of protection required by this application.

[0026] In the description of the present application, it should be understood that the numerical labels before the steps do not indicate the order in which the steps are executed, but are only used to facilitate the description of the present application and to distinguish each step, and therefore should not be understood as a limitation on the present application.

[0027] First, the following terms are explained: Bullet comments: refers to comments, messages or interactive content that appear in the form of sliding, scrolling or pop-up in videos or live broadcasts. Bullet comments can include text, emoticons, pictures, animations and other content.

[0028] Exemplarily, the data structure of the bullet comment may be as follows: { The time of emission in the video is in seconds; Types of barrages; The size of the barrage text; The color of the barrage text; Date the comment was created; The class name of the bullet comment; Barrage content (e.g., text, images, controls); Whether the bullet screen has a border; The color of the bullet screen border; The interline style of the bullet comment; } Candidate barrage: barrage sent by audience users when watching multimedia content.

[0029] Secondly, to facilitate technical personnel in this field to understand the technical solutions provided by the embodiments of the present application, the relevant technologies are described below: the barrage sent by users is displayed in real time during multimedia playback. These barrages are usually just static texts, or usually only support predefined special effects such as fireworks, gifts, etc., which lack interactivity and playability.

[0030] To this end, an embodiment of the present application provides a bullet screen display technology solution to overcome the above-mentioned problems, as described below for details.

[0031] Finally, for ease of understanding, an exemplary operating environment is provided below.

[0032] like Figure 1 As shown, the operating environment diagram includes: a service platform 2 and a client.

[0033] The service platform 2 can be connected to the client terminals ( 4A, 4B, ..., 4N) via the network.

[0034] The service platform 2 can provide various content and bullet screen services for the client. For example, the bullet screen is sent to the client via the network. The network includes various network devices, such as routers, switches, multiplexers, hubs, bridges, repeaters, firewalls, proxy devices and / or similar devices. The network may include physical links, such as coaxial cable links, twisted pair cable links, optical fiber links and combinations thereof. The network may include wireless links, such as cellular links, satellite links, Wi-Fi links, etc.

[0035] The service platform 2 may be a single server, a server cluster or a cloud computing service center, which is used to provide various services. For example: The service platform 2 may provide content services. The content services may be configured to provide content such as video, audio, text data and combinations thereof. The content may include content streams (e.g., video streams, audio streams, information streams), content files (e.g., video files, audio files, text files) and / or other data.

[0036] The service platform 2 can be configured to manage messages for various contents. Users can browse and access different contents to view comments for specific contents, such as comments posted by other users for the specific contents. Comments from users associated with specific contents can be output to other users viewing the specific contents. For example, all users accessing the contents (e.g., videos) can view comments associated with the contents. The input comments can be output in real time or near real time.

[0037] The service platform 2 may be configured to receive multiple messages. The multiple messages may include multiple bullet comments associated with the content.

[0038] The service platform 2 can be configured to process multiple messages. For example, various processing operations such as message storage, message filtering, and message push. Among them, message storage is used to store multiple messages in a data storage system such as a database. Message filtering can include rejecting or marking messages that match the filtering criteria. Among them, the filtering criteria can specify terms and / or phrases, such as profanity, hate speech, indecent language, etc. The filtering criteria can specify characters, such as symbols, fonts, etc. The filtering criteria can specify languages, computer-readable codes, etc.

[0039] The service platform 2 can perform natural language processing, topic recognition, pattern recognition, artificial intelligence, etc. to automatically determine the characteristics of the message and / or group the message. As an example, frequently occurring phrases or patterns can be identified as topics. As another example, a database of topics associated with the content can be maintained. Topics can include genres (e.g., action, drama, comedy), personalities (e.g., actors, actresses, directors), languages, etc. Messages can be further grouped based on the characteristics of the client device and / or the user sending the message. Demographics, interests, history, and / or the like can be stored for multiple users to determine potential groupings of messages. For example, the bullet screens uploaded by each user can be screened, filtered, sorted, and personalized push, etc.

[0040] The service platform 2 may provide a bullet screen service, which may be configured to allow users to comment and / or share comments (i.e. bullet screens) associated with the content. The bullet screens are presented on the same screen together with the content. The bullet screens may be displayed in an overlay above the content and may have animation effects. For example, the bullet screens may scroll (e.g., from right to left, from left to right, from top to bottom, ...), and the animation effect may be implemented based on the transition property of CSS3.

[0041] The client (4A, 4B, ... 4N) may be configured to access the content and services of the service platform 2. The client (4A, 4B, ... 4N) may include an electronic device carrying or externally connected to a display panel, such as a mobile device, a tablet device, a laptop computer, a workstation, a virtual reality device, a gaming device, a digital streaming device, a vehicle client, a smart TV, a set-top box, etc., and may also include a virtualized computing instance. The virtualized computing instance may include a virtual machine, such as a simulation of a computer system, an operating system, a server, etc.

[0042] The client (4A, 4B, ... 4N) may include multiple client programs, such as a video APP, a live broadcast APP or a mini program with a built-in bullet screen system. In the embodiment of the present application, the video and other content provided by the service platform 2 can be presented through the client program, and the bullet screen system can present the bullet screen content in a specific way.

[0043] The client (4A, 4B, ... 4N) may include an interface, which may include a touch pad, a touch screen, a mouse, a keyboard or other sensing elements. For example, the input element may be configured to receive user instructions, and the user instructions may enable the client (4A, 4B, ... 4N) to perform various operations, such as inputting bullet comments, etc.

[0044] It should be noted that the above devices are exemplary, and the number and type of devices are adjustable in different scenarios or according to different needs.

[0045] The following uses the client (such as 4A) as the execution subject to introduce the technical solution of the present application through multiple embodiments. It should be noted that these embodiments can be implemented in a variety of different forms and should not be interpreted as being limited to the embodiments described here.

[0046] Embodiment 1 Figure 2 The flowchart of the bullet screen display method according to the first embodiment of the present application is schematically shown.

[0047] like Figure 2 As shown, the bullet screen display method may include steps S200 to S206, wherein: Step S200, determining a target bullet screen and a target object material, wherein the target bullet screen and the target object material collide in a multimedia display area; Step S202, binding the target bullet comment and the target object material to obtain a binding relationship between the target bullet comment and the target object material; Step S204, respectively layout the target barrage and the target object material, and determine the target barrage layout information of the target barrage and the target material layout information of the target object material; Step S206, based on the binding relationship, the target bullet screen layout information and the target material layout information, calculate the collision point between the target bullet screen and the target object material in the multimedia display area, so that the target bullet screen and the target object material collide at the collision point.

[0048] By determining the target barrage (as the impactor) and the target object material (as the impactee, including a picture or animation of the impacted object). Among them, the target barrage and the target object material will collide in the multimedia display area. By binding the target barrage and the target object material, the binding relationship between the target barrage and the target object material is obtained. The target barrage and the target object material are respectively typeset to determine the target barrage typesetting information of the target barrage and the typesetting information corresponding to the target material of the target object material. Based on the binding relationship, the target barrage typesetting information and the target material typesetting information, the collision point of the target barrage and the target object material in the multimedia display area is calculated so that the target barrage and the target object material collide at the collision point. That is, when the target object material appears first in the multimedia display area, the target object material in the multimedia display area of ​​the target barrage is bound. When the target barrage appears first in the multimedia display area, the target object material is bound to the target barrage in the multimedia display area. Then optimize the typesetting so that the target object material and the target object material that establish the binding relationship will collide. It can be seen that the embodiments of the present application can not only improve the collision hit rate between the bullet screen and the object material, but also enrich the bullet screen display effect, thereby improving the interactivity and fun of the video and enhancing the user experience.

[0049] Steps S200 to S206 and other optional steps are described in detail below.

[0050] Step S200 , determine the target barrage and the target object material, and the target barrage and the target object material collide in the multimedia display area.

[0051] About target barrage: In this embodiment, the target bullet screen can be used as the impactor. The target bullet screen can be from the candidate bullet screen sent by the user when watching multimedia content or automatically generated by the machine, and the type can be text, audio, picture, etc.

[0052] About the target object material: In this embodiment, the target object material can be the object of impact, which can be a barrage pre-configured based on the material. The type of the target object material can be a picture, animation, video, combined material, etc. In some embodiments, the moving speed of the target object material, the appearance density in the multimedia display area, and the initial appearance position in the multimedia display area can also be pre-configured. Among them, the appearance density refers to the number of target object materials that appear in the multimedia display area per second. For example, if the appearance density is 3 / second, it means that 3 target object materials will be released randomly or simultaneously in the multimedia display area within 1 second. After being released, the target object material will be displayed in the multimedia display area according to the pre-configured rules.

[0053] Step S202 , bind the target barrage and the target object material to obtain a binding relationship between the target barrage and the target object material.

[0054] The multimedia display area can be an area or a combination of areas on the device screen for displaying multimedia content (such as videos, pictures, files, web pages). The multimedia display area can be full screen, 1 / 4 screen, 1 / 2 screen, 3 / 4 screen, etc.

[0055] The binding can establish a specific relationship between the target bullet screen or the target object material, so that the two will collide and interact: (1) Provide the new bullet screen (target bullet screen) with object materials that can be bound to the multimedia display area (such as the target bullet screen material); or (2) Provide a barrage (such as a target barrage) that can be bound to the multimedia display area for the new object material (target barrage material).

[0056] The above binding can be achieved through their respective unique identifiers (IDs), or the binding between the two can be achieved through other methods.

[0057] After binding is completed: Case 1: When the target bullet is bound to the target object material already in the multimedia display area, the bullet layout system will create a bullet view for the target bullet and place the target bullet in a specific track according to the sending time. It should be noted that if the bullet overlaps with the bullet that has been placed on the track during the movement, it will be considered as not being able to be placed and will be discarded. If the target bullet is successfully placed, the bullet position is set and the bullet movement animation is created.

[0058] Case 2: When the target object material is bound to the target bullet screen already on the multimedia display area, the object material layout system will create an object material view for the target object material, set the object material position, and create an initial state sequence frame animation.

[0059] It should be noted that, in addition to the above two cases, the target object material and the target bullet screen may also be the object material and the bullet screen that are both displayed in the multimedia display area. The target object material and the target bullet screen may also be the object material and the bullet screen that are both not displayed in the multimedia display area.

[0060] When the target bullet screen and target object materials are bound, the effects in the multimedia display area can be as follows: (1) The target bullet screen can be displayed in a first direction in the multimedia display area. As an example, the first direction can be a direction from the right side of the screen to the left side of the screen along the horizontal direction. The first direction can also be a direction from the left side of the screen to the right side of the screen along the horizontal direction. The first direction can also be a direction from the left side of the screen to the right side of the screen along an inclined direction or a direction from the upper side of the screen to the lower side of the screen along the vertical direction, etc.

[0061] (2) The target object material can be displayed in a static or moving second direction in the multimedia display area. The second direction can be a direction from the right side of the screen to the left side of the screen along the horizontal direction. The second direction can also be a direction from the left side of the screen to the right side of the screen along the horizontal direction. The second direction can also be a direction from the left side of the screen to the right side of the screen along an inclined direction or a direction from the upper side of the screen to the lower side of the screen along a vertical direction. It should be noted that the second direction can be the same as the first direction, or can be opposite to the first direction, or can intersect with the first direction. The specific direction can be configured according to actual conditions.

[0062] In this way, the target barrage and the target object material will eventually collide at a certain position, and this position is hereinafter referred to as the collision point.

[0063] Continuing with the target barrage and target object material as an example, the position of the impact point can be calculated based on the barrage track, position, speed, and appearance time of the target barrage, and the position, moving path, speed, and appearance time of the target object material.

[0064] It should be noted that the target object material can move or remain stationary waiting for the impact of the target barrage.

[0065] It can be seen that in this embodiment, by binding the target object material with the target barrage that has appeared in the multimedia display area, or binding the target barrage with the target object material that has appeared in the multimedia display area, and then optimizing the layout based on the binding relationship, the target object material and the target object material that establish a binding relationship will collide, thereby improving the collision hit rate of the barrage and the object material, enhancing the playability and fun of the barrage, and improving the user experience.

[0066] Several specific embodiments of establishing a binding association are provided below.

[0067] In an optional embodiment, if Figure 3 As shown, step S202 may include: Step S300, during the process of typesetting the target bullet screen, determining one or more object materials on the multimedia display area; Step S302, determining a target object material from one or more object materials; Step S304: Bind the target bullet comment to the target object material to determine the layout information of the target bullet comment according to the binding relationship.

[0068] It should be noted that the target bullet comment and the target object material can be bound first, and then the target bullet comment and the target material can be respectively laid out. Alternatively, the target bullet comment and the target material can be separately laid out first, and then the target bullet comment and the target object material can be bound.

[0069] The target object material can be determined from one or more object materials based on various factors such as content matching, behavior preference, etc. For example, the text content of the target barrage can be analyzed, keywords can be extracted, and matched with the content of the object material. The object material that is most relevant or matched with the target barrage keyword is selected as the target object material.

[0070] The layout information of the target barrage may include the appearance time, location, movement trajectory, etc. of the target barrage.

[0071] The layout information of the target object material may include the location, movement path, behavior pattern, etc. of the target object material.

[0072] The barrage track of the target barrage can be determined according to the position of the target object material in the multimedia display area (i.e., the barrage track occupied by the target barrage in the multimedia display area). For example, if the target object material occupies the first barrage track, the second barrage track, and the third barrage track in the multimedia display area, the target barrage can be arranged in any one of the first barrage track, the second barrage track, or the third barrage track.

[0073] In this embodiment, the target object material (the one hit) is determined from the multiple object materials that have appeared in the multimedia display area, and then the target bullet screen (the one hit) is bound to the target object material, thereby ensuring that the target bullet screen and the target object material will collide. This method generally increases the probability of collision between the bullet screen and the object material.

[0074] In an optional embodiment, if Figure 4 As shown, step S302 may include: Step S400, obtaining the appearance time corresponding to each of the object materials; Step S402: determine the object material with the earliest appearance time among the one or more object materials as the target object material.

[0075] The appearance time refers to the time point when the object material first appears in the multimedia display area. The appearance times corresponding to the object materials can be sorted, and the earliest appearing object material can be prioritized as the target object material for subsequent target barrage layout and binding decisions. However, it should be clear that not all target barrages will be bound to the earliest appearing object material. The system will try to bind to the object material with an earlier appearance time according to the actual situation and the specific requirements of the target barrage, so as to optimize the overall visual effect and user experience.

[0076] In this embodiment, by obtaining the appearance time of the object material, and preferentially determining the object material with the earliest appearance time as the target object material, so that the target object material with the earliest appearance time can be collided with by the target barrage (collider) later, the possibility of the target object material moving to the edge of the screen can be reduced, and the playability and fun of the barrage are enhanced.

[0077] In an optional embodiment, if Figure 5 As shown, step S202 may include: Step S500, during the process of typesetting the target object material, determining a plurality of bullet comments on the multimedia display area; Step S502, determining at least one target barrage from the multiple barrages; Step S504: Bind the plurality of target bullet comments to the target object material to determine layout information of the target object material according to the binding relationship.

[0078] The target barrage can be filtered out from multiple barrages based on keywords, barrage tracks, time windows, barrage attributes, user behavior, and other methods.

[0079] Multiple barrage tracks (such as the first barrage track, the second barrage track, the third barrage track, the fourth barrage track, etc.) can be defined. The multiple target barrages determined can be the same barrage track. For example, the multiple target barrages are all barrages of the first barrage track. The multiple target barrages determined can also be barrages on similar barrage tracks. Among them, the similar barrage tracks can refer to adjacent barrage tracks or multiple barrage tracks whose barrage track spacing is less than a preset threshold. For example, the similar barrage tracks can refer to the first barrage track and the second barrage track. The similar barrage tracks can also refer to the first barrage track and the third barrage track, etc.

[0080] In this embodiment, at least one target bullet screen (collider) is determined from multiple bullet screens that have appeared in the multimedia display area, and then the target object material (collided) is bound to multiple target bullet screens to ensure that the target bullet screen and the target object material will collide. This method generally increases the probability of collision between the bullet screen and the object material.

[0081] In an optional embodiment, if Figure 6 As shown, step S502 may include: Step S600, obtaining layout information of the object material on the multimedia display area; Step S602, determining an available path range of the target object material in the multimedia display area according to the layout information of the object material; wherein the available path range corresponds to a plurality of bullet screen tracks in the multimedia display area; Step S604: determining at least one target barrage according to at least one barrage in at least one barrage track corresponding to the available path range.

[0082] The available path range refers to the area where the target object material can be displayed and moved in the multimedia display area. For example, if the total number of barrage tracks in the multimedia display area is twelve, and if the object material on the multimedia display area is typeset on the first barrage track, the second barrage track, and the third barrage track, the available path range of the target object material in the multimedia display area is from the fourth barrage track to the twelfth barrage track. Thus, the target object material can be bound to any one or more target barrages from the fourth barrage track to the twelfth barrage track, thereby reducing the overlap of multiple object materials. It should be noted that when there are many object materials on the multimedia display area, multiple object materials may overlap.

[0083] In this embodiment, by obtaining the layout information of the object material (for example, which barrage tracks are occupied by the object material that has been displayed in the multimedia display area), the available path range of the target object material in the multimedia display area is determined, and then the multiple target barrages located in the available path range are determined, so that when the target object material is subsequently laid out, the possibility of overlapping between the target object material and other object materials can be reduced.

[0084] Step S204 , respectively layout the target barrage and the target object material, and determine the target barrage layout information of the target barrage and the target material layout information of the target object material.

[0085] About target barrage: Each target bullet screen can be independently arranged according to the first preset rule according to the time sequence of the user's sending. In this embodiment, the arrangement includes determining the appearance time, position, movement track (track, path), etc. of the target bullet screen.

[0086] About the target object material: According to the time sequence of the target object materials, each target object material can be independently arranged according to the second preset rule. The arrangement includes determining the appearance time, initial position, moving path, behavior mode, etc. of the target object material.

[0087] Step S206 , based on the binding relationship, the target barrage layout information and the target material layout information, calculate the collision point of the target barrage and the target object material in the multimedia display area so that the target barrage and the target object material collide at the collision point.

[0088] The collision point of the target bullet screen and the target object material on the multimedia display area can be calculated by using collision detection algorithms such as rectangular collision detection, circular collision detection, and polygonal collision detection. For example, if a rectangular collision detection algorithm is used, the bounding rectangles of the target bullet screen and the target object material can be calculated respectively, and it is checked whether the two rectangles intersect. If they intersect, the intersection point is the collision point. If a circular collision detection algorithm is used, the center coordinates and radius of the target bullet screen and the target object material can be calculated respectively, and it is checked whether the two circles intersect. If they intersect, the intersection point is the collision point (usually located on the line connecting the two circle centers and at an equal distance from the two circle centers).

[0089] The above introduces how to optimize the layout of barrage / object materials to increase the collision probability between barrage and object materials.

[0090] Different impacts may trigger different special effects.

[0091] The following is a list of single impact effects for an object material.

[0092] In an optional embodiment, if Figure 7 As shown, the bullet screen display method may further include: Step S700, calculating the position of the collision point according to the target bullet screen track, position, speed, and appearance time, as well as the position, moving path, speed, and appearance time of the target object material; Step S702, adjusting the moving animation of the target bullet screen according to the collision point, so that the target bullet screen disappears when it moves to the collision point.

[0093] In this embodiment, after the target bullet screen collides with the object material, the target bullet screen can be directly made to disappear or hide from the collision point, thereby forming a display effect that the target bullet screen as the collider has been used up. This further enhances the playability and fun of the bullet screen and further enhances the user experience.

[0094] In an optional embodiment, the bullet screen display method may further include: When the target bullet screen collides with the target object material, a first collision special effect is played at the collision point.

[0095] The first impact special effect can be an animation video or a dynamic image, and the specific displayed content can be set according to actual conditions.

[0096] As an example, the first impact special effect may be a screen showing an explosion of the target barrage in an animated form within a preset time.

[0097] As an example, when the target barrage carries an impact element, the first impact special effect may also be a scene in which an explosion of the impact element in the target barrage is displayed in an animated form within a preset time.

[0098] In summary, by displaying the collision effects between the target barrage and the object material, the interactive efficiency and playability of the barrage can be improved.

[0099] The following are examples of multiple impact effects on the same object material.

[0100] In an optional embodiment, the bullet screen display method may further include: When the target object material has been hit by a preset number of target bullet screens, a second impact special effect is played at the last collision point; The last collision point corresponds to a preset number of target bullet screens.

[0101] The preset number can be set and modified according to actual conditions, and the specific number is not limited in this embodiment.

[0102] As an example, the preset number is 5. When the object material is collided with by 5 target bullet screens, the second collision special effect will be played at the last collision point. The second collision special effect can be an animation video or a dynamic image. The specific content displayed can be set according to actual conditions and is not limited in this embodiment.

[0103] In an optional embodiment, the second impact special effect includes: within a predetermined time, the impacted object in the target object material gradually disappears or hides at the last collision point in an animation form to form a special effect that the impacted object is destroyed.

[0104] The preset time can be set and modified according to actual conditions, such as 2 seconds.

[0105] For example, after the same object material is hit multiple times in a row, the hit object in the object material gradually disappears or hides in the form of animation (such as falling to the ground first and then disappearing), so as to form a special effect of the hit object being destroyed, thereby improving playability.

[0106] The above introduces the different special effects of single impact and multiple impact. Other trigger conditions and special effects can also be added according to actual needs.

[0107] The target object material and the target barrage are further introduced below.

[0108] In an optional embodiment, the target object material includes one or more of the following features: (1) The target object material includes a sequence of frame images, and the sequence of frame images is used to display each frame image in the sequence of frame images in sequence during the display process of the target object material, and each frame image includes the impacted object; The object to be hit can be a cartoon character, a cartoon animal, an ordinary person or an ordinary animal, etc. For example, the object to be hit is a "zombie" in the game "Plants vs. Zombies", such as Fig. 9 For another example, the object being hit is a portrait of person X.

[0109] As an example, the sequence of frame images may form an animation of the movement of the impacted object, for example, an animation of the impacted object walking.

[0110] In this embodiment, by using a sequence of frame images as the object material, each frame image in the sequence of frame images can be played in a loop during the display of the object material, thereby forming an animation effect and enhancing the user viewing experience.

[0111] (2) The target object material includes an image of the object being struck; (3) The number of the target object materials is one or more, and multiple target object materials can appear in the multimedia display area at the same time.

[0112] By displaying multiple object materials in the multimedia display area, more target bullet screens can hit the object materials.

[0113] In an optional embodiment, the target barrage includes the following features: (1) The target barrage is obtained by combining the barrage content and the impact element, and the impact element is located at the head and / or tail of the barrage content.

[0114] The collision element is the material used by the target bullet screen to collide with the object material during movement, and the specific type of the material can be set according to actual conditions. For example, the collision element is the "pea" image spit out by the plant in the game "Plants vs. Zombies", such as Fig. 9 As another example, the impact element is a "bullet head" image.

[0115] The candidate barrage is preferably a text barrage sent by an audience user.

[0116] The target barrage obtained by combining the barrage content and the collision elements can make the target barrage more vivid and interesting.

[0117] (2) The head and / or tail of the target barrage carries impact elements.

[0118] Carrying impact elements at the head and / or tail of the target barrage can make the target barrage more vivid and interesting.

[0119] In order to make this application easier to understand, the following Figure 8 and Fig. 9 An exemplary application is provided.

[0120] S1: Displaying a multimedia display area for playing multimedia content. Multiple bullet comments (sentences with peas) and object material A (hereinafter referred to as zombie A) are displayed on the multimedia display area, and the multiple bullet comments move to the right in the multimedia display area.

[0121] When a user sends a new bullet comment (bullet comment X): S2: The bullet comment X enters the manager.

[0122] S3: The manager sends the bullet comment X to the bullet comment layout system, which performs the following operations: S31: Determine zombie A on the multimedia display area.

[0123] S32: Bind the bullet comment X and the zombie A through the binding system, and determine the layout information of the bullet comment X based on the binding relationship.

[0124] Specifically, the bullet screen X is placed in the bullet screen track (track 11) where it can hit zombie A.

[0125] If the bullet screen of track 11 is full, the bullet screen X is discarded.

[0126] If the bullet screen of track 11 is not full, the bullet screen X is rendered by the bullet screen rendering system and displayed in the multimedia display area.

[0127] Start the timed operation of the object material and release one object material every 1 second.

[0128] When typesetting object B (zombie B): S4: Send zombie B to the object material layout system (zombie layout system), which will perform the following operations: S41: Determine an available path range that at least partially avoids zombie A (corresponding to multiple bullet screen tracks, such as tracks 1, 2, 3, 4, and 5); S42: Determine the target barrage according to the barrages of tracks 1, 2, 3, 4, and 5; S43: Binding the object material B and the target bullet comments (such as the bullet comments on tracks 1, 2, and 3) through the binding system; S44, bind the target bullet comment and zombie B through the binding system, and determine the layout information of zombie B based on the binding relationship.

[0129] S5: Render zombie B through the object material rendering system (zombie rendering system) and display it in the multimedia display area.

[0130] The above introduces the layout and rendering of a new barrage (barrage X), as well as the layout and rendering of a new object material (zombie B).

[0131] In the multimedia display area, take the target bullet screen and zombie B as an example: (1) When the target bullet screen collides with zombie B, the first impact effect is played at the collision point.

[0132] The first impact effect is an animation of the "pea" exploding and the target barrage disappearing from the multimedia display area.

[0133] (2) When object material B is hit by multiple target bullet screens, the second collision effect is played at the last collision point.

[0134] The second impact effect is the animation of the "zombie" being destroyed.

[0135] Embodiment 2 Fig.10 The block diagram of the bullet screen display device according to the second embodiment of the present application is schematically shown. The device can be divided into one or more program modules, one or more program modules are stored in a storage medium, and are executed by one or more processors to complete the embodiment of the present application. The program module referred to in the embodiment of the present application refers to a series of computer program instruction segments that can complete specific functions. The following description will specifically introduce the functions of each program module in this embodiment. Fig.10 As shown, the bullet screen display device 1000 may include: a determination module 1100, a binding module 1200, a typesetting module 1300, and a calculation module 1400, wherein: A determination module 1100 is used to determine a target bullet screen and a target object material, wherein the target bullet screen and the target object material collide in a multimedia display area; A binding module 1200 is used to bind the target bullet comment and the target object material to obtain a binding relationship between the target bullet comment and the target object material; The layout module 1300 is used to layout the target bullet comment and the target object material respectively, and determine the target bullet comment layout information of the target bullet comment and the target material layout information of the target object material; The calculation module 1400 is used to calculate the collision point of the target barrage and the target object material in the multimedia display area based on the binding relationship, the target barrage layout information and the target material layout information, so that the target barrage and the target object material collide at the collision point.

[0136] In an optional embodiment, the binding module 1200 is further configured to: During the target bullet screen layout process, determining one or more object materials on the video playback area; Determine a target object material from one or more object materials; The target bullet comment and the target object material are bound to determine the layout information of the target bullet comment according to the binding relationship.

[0137] In an optional embodiment, determining the target object material from one or more object materials includes: Obtaining the appearance time corresponding to each of the object materials; The object material that appears earliest among the one or more object materials is determined as the target object material.

[0138] In an optional embodiment, the binding module 1200 is further configured to: In the process of typesetting the target object material, determining a plurality of bullet comments on the video playback area; Determining at least one target barrage from the plurality of barrages; Bind the plurality of target bullet comments to the target object material to determine layout information of the target object material according to the binding relationship.

[0139] In an optional embodiment, determining at least one target bullet screen from the plurality of bullet screens includes: Obtaining layout information of the object material in the video playback area; Determine, according to the layout information of the object material, an available path range of the target object material in the video playback area; wherein the available path range corresponds to a plurality of bullet screen tracks in the video playback area; At least one target barrage is determined according to at least one barrage within at least one barrage track corresponding to the available path range.

[0140] In an optional embodiment, the bullet screen display device 1000 further includes an adjustment module 1300, which is used to: Calculate the location of the collision point based on the target bullet screen's track, position, speed, and appearance time, as well as the target object's position, moving path, speed, and appearance time; The moving animation of the target bullet screen is adjusted according to the collision point, so that the target bullet screen disappears when it moves to the collision point.

[0141] In an optional embodiment, the bullet screen display device 1000 further includes a first playback module 1400, which is used to: When the target bullet screen collides with the target object material, a first collision special effect is played at the collision point.

[0142] In an optional embodiment, the bullet screen display device 1000 further includes a second playback module 1500, which is used to: When the target object material has been hit by a preset number of target bullet screens, a second impact special effect is played at the last collision point; The last collision point corresponds to a preset number of target bullet screens.

[0143] In an optional embodiment, the second impact special effect includes: Within a predetermined time, the impacted object in the target object material gradually disappears or hides at the last collision point in an animation form to form a special effect that the impacted object is destroyed.

[0144] In an optional embodiment, the target object material includes one or more of the following features: (1) The target object material includes a sequence of frame images, and the sequence of frame images is used to display each frame image in the sequence of frame images in sequence during the display process of the target object material, and each frame image includes the impacted object; (2) The target object material includes an image of the object being struck; (3) The number of the target object materials is one or more, and multiple target object materials can appear in the video playback area at the same time.

[0145] In an optional embodiment, the target barrage is obtained by combining the barrage content and a collision element, and the collision element is located at the head and / or tail of the barrage content; or The head and / or tail of the target barrage carries impact elements.

[0146] Embodiment 3 Figure 8 The schematic diagram of the hardware architecture of a computer device 800 suitable for implementing the bullet screen display method according to the third embodiment of the present application is shown schematically. In some embodiments, the computer device 800 may be a terminal device such as a smart phone, a wearable device, a tablet computer, a personal computer, a vehicle terminal, a game console, a virtual device, a workbench, a digital assistant, a set-top box, a robot, etc. In other embodiments, the computer device 800 may be a rack server, a blade server, a tower server, or a cabinet server (including an independent server, or a server cluster composed of multiple servers), etc. Figure 8 As shown, the computer device 800 includes but is not limited to: a memory 810, a processor 820, and a network interface 830 which can communicate with each other through a system bus. Among them: The memory 810 includes at least one type of computer-readable storage medium, and the readable storage medium includes flash memory, hard disk, multimedia card, card-type memory (such as SD or DX memory), random access memory (RAM), static random access memory (SRAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), programmable read-only memory (PROM), magnetic memory, disk, optical disk, etc. In some embodiments, the memory 810 can be an internal storage module of the computer device 800, such as a hard disk or memory of the computer device 800. In other embodiments, the memory 810 can also be an external storage device of the computer device 800, such as a plug-in hard disk equipped on the computer device 800, a smart memory card (Smart Media Card, SMC), a secure digital (Secure Digital, SD) card, a flash card (Flash Card), etc. Of course, the memory 810 can also include both the internal storage module of the computer device 800 and its external storage device. In this embodiment, the memory 810 is generally used to store the operating system and various application software installed on the computer device 800, such as the program code of the bullet screen display method, etc. In addition, the memory 810 can also be used to temporarily store various types of data that have been output or are to be output.

[0147] The processor 820 may be a central processing unit (CPU), a controller, a microcontroller, a microprocessor, or other chips in some embodiments. The processor 820 is generally used to control the overall operation of the computer device 800, such as performing control and processing related to data interaction or communication with the computer device 800. In this embodiment, the processor 820 is used to run the program code stored in the memory 810 or process data.

[0148] The network interface 830 may include a wireless network interface or a wired network interface, and the network interface 830 is generally used to establish a communication link between the computer device 800 and other computer devices. For example, the network interface 830 is used to connect the computer device 800 to an external terminal through a network, and to establish a data transmission channel and a communication link between the computer device 800 and the external terminal. The network may be a wireless or wired network such as an intranet, the Internet, the Global System of Mobile communication (GSM), Wideband Code Division Multiple Access (WCDMA), 4G network, 5G network, Bluetooth, Wi-Fi, etc.

[0149] It should be pointed out that Figure 8 Only a computer device having components 810 - 830 is shown, but it should be understood that implementing all of the components shown is not a requirement, and more or fewer components may alternatively be implemented.

[0150] In this embodiment, the bullet screen display method stored in the memory 810 can also be divided into one or more program modules and executed by one or more processors (such as processor 820) to complete the embodiment of the present application.

[0151] Embodiment 4 An embodiment of the present application also provides a computer-readable storage medium, on which a computer program is stored, wherein when the computer program is executed by a processor, the steps of the barrage display method in the embodiment are implemented.

[0152] In this embodiment, the computer-readable storage medium includes flash memory, hard disk, multimedia card, card-type memory (for example, SD or DX memory, etc.), random access memory (RAM), static random access memory (SRAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), programmable read-only memory (PROM), magnetic memory, disk, optical disk, etc. In some embodiments, the computer-readable storage medium may be an internal storage unit of a computer device, such as a hard disk or memory of the computer device. In other embodiments, the computer-readable storage medium may also be an external storage device of a computer device, such as a plug-in hard disk, a smart memory card (Smart Media Card, SMC), a secure digital (Secure Digital, SD) card, a flash card (Flash Card), etc. equipped on the computer device. Of course, the computer-readable storage medium may also include both an internal storage unit of a computer device and an external storage device thereof. In this embodiment, the computer-readable storage medium is generally used to store an operating system and various application software installed on a computer device, such as the program code of the bullet screen display method in the embodiment, etc. In addition, the computer-readable storage medium may also be used to temporarily store various types of data that have been output or are to be output.

[0153] Embodiment 5 An embodiment of the present application also provides a computer program product, including a computer program, which implements the method in the above embodiment when executed by a processor.

[0154] Obviously, those skilled in the art should understand that the modules or steps of the above-mentioned embodiments of the present application can be implemented by general-purpose computer devices, they can be concentrated on a single computer device, or distributed on a network composed of multiple computer devices, optionally, they can be implemented by executable program codes of computer devices, so that they can be stored in a storage device and executed by the computer device, and in some cases, the steps shown or described can be executed in a different order from that herein, or they can be made into individual integrated circuit modules, or multiple modules or steps therein can be made into a single integrated circuit module for implementation. In this way, the embodiments of the present application are not limited to any specific combination of hardware and software.

[0155] It should be noted that the above are only preferred embodiments of the present application, and the patent protection scope of the present application is not limited thereto. Any equivalent structure or equivalent process transformation made using the contents of the specification and drawings of the present application, or directly or indirectly applied in other related technical fields, are also included in the patent protection scope of the present application.

Claims

1. A bullet screen display method, characterized in that: The method comprises: Determining a target bullet screen and a target object material, wherein the target bullet screen and the target object material collide in a multimedia display area; Binding the target bullet comment and the target object material to obtain a binding relationship between the target bullet comment and the target object material; Layout the target bullet screen and the target object material respectively, and determine the target bullet screen layout information of the target bullet screen and the target material layout information of the target object material; Based on the binding relationship, the target bullet screen layout information and the target material layout information, a collision point between the target bullet screen and the target object material in the multimedia display area is calculated so that the target bullet screen and the target object material collide at the collision point.

2. The method according to claim 1, characterized in that Binding the target bullet comment and the target object material to obtain a binding relationship between the target bullet comment and the target object material includes: During the target bullet screen layout process, determining one or more object materials on the multimedia display area; Determine a target object material from one or more object materials; The target bullet comment and the target object material are bound to determine the layout information of the target bullet comment according to the binding relationship.

3. The method according to claim 2, characterized in that Determining a target object material from one or more object materials includes: Obtaining the appearance time corresponding to each of the object materials; The object material that appears earliest among the one or more object materials is determined as the target object material.

4. The method according to claim 1, characterized in that: Binding the target bullet comment and the target object material to obtain a binding relationship between the target bullet comment and the target object material includes: In the process of typesetting the target object material, determining a plurality of bullet screens on the multimedia display area; Determining at least one target barrage from the plurality of barrages; Bind the plurality of target bullet comments to the target object material to determine layout information of the target object material according to the binding relationship.

5. The method according to claim 4, characterized in that Determining at least one target bullet screen from the plurality of bullet screens includes: Acquire layout information of object materials on the multimedia display area; Determine, according to the layout information of the object material, an available path range of the target object material in the multimedia display area; wherein the available path range corresponds to a plurality of bullet screen tracks in the multimedia display area; At least one target barrage is determined according to at least one barrage within at least one barrage track corresponding to the available path range.

6. The method according to any one of claims 1 to 5, characterized in that: The method further comprises: Calculate the location of the collision point based on the target bullet screen's track, position, speed, and appearance time, as well as the target object's position, moving path, speed, and appearance time; The moving animation of the target bullet screen is adjusted according to the collision point, so that the target bullet screen disappears when it moves to the collision point.

7. The method according to any one of claims 1 to 5, characterized in that: The method further comprises: When the target bullet screen collides with the target object material, a first collision special effect is played at the collision point.

8. The method according to any one of claims 1 to 5, characterized in that: The method further comprises: When the target object material has been collided by a preset number of target bullet screens, a second collision special effect is played at the last collision point; The last collision point corresponds to a preset number of target bullet screens.

9. The method according to claim 8, characterized in that The second impact special effect includes: Within a predetermined time, the impacted object in the target object material gradually disappears or hides at the last collision point in an animation form to form a special effect that the impacted object is destroyed.

10. The method according to any one of claims 1 to 5, characterized in that: The target object material includes one or more of the following features: (1) The target object material includes a sequence of frame images, and the sequence of frame images is used to display each frame image in the sequence of frame images in sequence during the display process of the target object material, and each frame image includes the impacted object; (2) The target object material includes an image of the object being struck; (3) The number of the target object materials is one or more, and multiple target object materials can appear in the multimedia display area at the same time.

11. The method according to any one of claims 1 to 5, characterized in that: The target barrage is obtained by combining the barrage content and the impact element, and the impact element is located at the head and / or tail of the barrage content; or The head and / or tail of the target barrage carries impact elements.

12. A bullet screen display device, characterized in that: The device comprises: A determination module, used to determine a target bullet screen and a target object material, wherein the target bullet screen and the target object material collide in a multimedia display area; A binding module, used to bind the target bullet comment and the target object material to obtain a binding relationship between the target bullet comment and the target object material; A layout module, used to layout the target barrage and the target object material respectively, and determine the target barrage layout information of the target barrage and the target material layout information of the target object material; A calculation module is used to calculate the collision point of the target barrage and the target object material in the multimedia display area based on the binding relationship, the target barrage layout information and the target material layout information, so that the target barrage and the target object material collide at the collision point.

13. A computer device, characterized in that: include: at least one processor; and a memory communicatively coupled to the at least one processor; wherein: The memory stores instructions executable by the at least one processor, and the instructions are executed by the at least one processor to enable the at least one processor to perform the method according to any one of claims 1 to 11.

14. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer instructions, and when the computer instructions are executed by a processor, the method according to any one of claims 1 to 11 is implemented.

15. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 11 are implemented.

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