Multi-user interactive virtual racing game system based on EEG (electroencephalogram) signal control
Through the multi-player interactive virtual racing game system based on EEG EEG signal control, the problems of lack of immersion, single interaction mode, limited game difficulty and strategy in existing virtual racing games are solved, and higher immersion and interactivity are achieved, and the development of virtual reality game technology is promoted.
Patent Information
- Application Number
- CN202510193276.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-02-21
- Publication Date
- 2025-04-25
AI Technical Summary
Existing virtual racing games have problems such as lack of immersion, single interactive mode, and limited game difficulty and strategy.
The multi-player interactive virtual racing game system based on EEG EEG signal control is adopted to obtain the player's EEG signal through wearable EEG devices, and combine the sign-in-command conversion module to convert the EEG signal into racing control instructions to achieve more natural and intuitive game operations.
It improves the immersion of the game and the participation of players, enhances the interactivity and strategy of the game, and promotes the development of virtual reality game technology.
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Abstract
Description
Technical Field
[0001] The present invention relates to the field of virtual games, and in particular to a multi-person interactive virtual racing game system based on EEG signal control. Background Art
[0002] In the current field of virtual reality games, especially racing games, players mainly rely on traditional input devices such as controllers, keyboards and mice to control game characters or vehicles. This operation method has many shortcomings: 1. Lack of immersion: Players need to manually operate external devices, which distracts their attention from operating the devices. It is difficult for them to fully immerse themselves in the virtual environment of the game, and they cannot achieve a truly immersive experience. For example, in an exciting racing game, players need to always pay attention to the controller buttons instead of focusing on the virtual track.
[0003] 2. Single interaction mode: In multiplayer game mode, the interaction between players is mainly limited to virtual collision and ranking competition through traditional operations. The operation methods between players are highly homogenized, lacking innovation and fun, and it is difficult to meet the players' needs for unique interactive experience. For example, in existing multiplayer racing games, players have similar operation methods and lack differentiated interaction.
[0004] 3. Limited game difficulty and strategy: Due to the reliance on fixed input devices, the obstacles and props in the game are relatively simple, and players can only deal with them through fixed buttons or operations, making it difficult to implement complex and changeable game strategies. For example, when picking up props in the game, players can only complete it with a single button, which lacks flexibility. Summary of the invention
[0005] The main purpose of the present invention is to solve the technical problems of lack of immersion, single interactive mode, limited game difficulty and strategy in the prior art. A multi-person interactive virtual racing game system based on EEG brain electrical signal control, comprising: A wearable EEG device, wherein the wearable EEG device is used to obtain left eye movement signals, right eye movement signals, and teeth clenching signals; a sign-to-command conversion module, configured to map the left eye movement signal to a left turn command of the racing car, map the right eye movement signal to a right turn command of the racing car, and map the teeth clenching signal to an acceleration command of the racing car; The game module is used to generate a virtual racing game scene and synchronously control the motion state of the virtual racing car in real time according to the wearable EEG device and the vital sign-command conversion module.
[0006] As a preferred technical solution, the game module also includes a dynamic obstacle generation unit, which randomly deploys oil pool obstacles with liquid physical properties and flame roadblocks with thermal interference visual effects on the runway, and generates an NPC reverse vehicle group that will actively avoid the player's path.
[0007] As a preferred technical solution, the position of the obstacle is generated based on a Poisson distribution algorithm, and its occurrence frequency F is calculated as follows: F = K × (1 + 0.5N) Where K is the base frequency coefficient and N is the number of players alive on the current track.
[0008] As a preferred technical solution, the wearable EEG device is equipped with temporal alpha wave detection electrodes and masseter muscle electromyography sensors with a signal acquisition frequency of 250-300 Hz, and performs a calibration process when the device is started: collecting the user's resting alpha wave baseline power value and masseter muscle baseline electromyography value, dynamically setting the eye movement signal judgment threshold to ±20% of the baseline power, and the teeth clenching signal trigger threshold to 300-400% of the baseline electromyography value.
[0009] As a preferred technical solution, the collision rule is set as follows: when two vehicles collide, the steering sensitivity of the impacted party changes dynamically within t seconds according to the formula S(t)=S0×(1+0.5e^(-t / 1.2))cos(πt), where S0 is the original sensitivity value and t∈[0,3] seconds.
[0010] The present invention has the following beneficial effects: Through brain signal control, more natural and intuitive game operations are achieved, which enhances the immersion of the game and the participation of players. At the same time, the complex track elements and multiplayer interaction mechanism have prompted the game development team to continuously optimize algorithms and technologies, and promote the development of virtual reality game technology. DETAILED DESCRIPTION
[0011] The terms "first", "second", "third", "fourth", etc. (if any) in the description and claims of the present invention are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that the numbers used in this way can be interchanged where appropriate, so that the embodiments described herein can be implemented in an order other than that described herein. In addition, the terms "including" or "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product, or apparatus that includes a series of steps or units is not necessarily limited to those steps or units that are clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products, or apparatus.
[0012] For ease of understanding, the specific process of the embodiment of the present invention is described below. The first embodiment of the multi-person interactive virtual racing game system based on EEG brain electrical signal control in the embodiment of the present invention includes: A wearable EEG device is used to obtain left eye movement signals, right eye movement signals and teeth clenching signals; Ag / AgCl wet electrodes are attached to the T3 and T4 positions (bilateral temporal lobe areas) of the international 10-20 system to detect 8-13Hz alpha wave signals, and the electrode impedance is <5kΩ.
[0013] a sign-to-command conversion module, configured to map the left eye movement signal to a left turn command of the racing car, map the right eye movement signal to a right turn command of the racing car, and map the teeth clenching signal to an acceleration command of the racing car; The game module is used to generate a virtual racing game scene and synchronously control the motion state of the virtual racing car in real time according to the wearable EEG device and the vital sign-command conversion module.
[0014] As a preferred technical solution, the game module also includes a dynamic obstacle generation unit, which randomly deploys oil pool obstacles with liquid physical properties and flame roadblocks with thermal interference visual effects on the runway, and generates NPC reverse vehicle groups that will actively avoid the player's path. The specific steps of generating dynamic obstacles according to Poisson distribution are as follows: The initialization barrier interval time τ follows an exponential distribution: Where K=0.3 (default value, configurable), N is the number of surviving players; Based on the NavMesh system of the Unity engine, oil pool obstacles (diameter 1.5-3m) and flame special effect areas (radius 2m) are randomly generated in the feasible area of the track; a thermal disturbance Shader is added to the flame area to simulate the air refraction effect (refractive coefficient Δt=0.02×sin(2πt)).
[0015] The dynamic coupling model (F=K(1+0.5N)) of the number of surviving players (N) and the obstacle frequency (F) of the present invention realizes adaptive adjustment of the game difficulty. The random Poisson process and virtual track heat map analysis are applied to ensure that the spatial distribution of obstacles conforms to the real traffic flow characteristics (the obstacle spacing obeys the exponential distribution of λ=1.2N / K); the oil pool obstacle adopts the non-Newtonian fluid viscosity model (shear thinning characteristics), and the flame roadblock is superimposed with the air refraction disturbance Shader (refractive index Δt=0.02×sin(2πt)) to enhance the immersive perception.
[0016] NPC vehicles use dynamic obstacle avoidance strategies: The initial speed of the oncoming vehicle is set to 80% of the player's average speed; the RVO2 (Reciprocal Velocity Obstacles) algorithm is used for path planning, and the safety distance is set to 2.5m; when the player's vehicle is detected approaching (distance <5m), the emergency lane change logic is triggered: the lateral acceleration is limited to ±4m / s², and priority is given to shifting to the outside of the track.
[0017] As a preferred technical solution, the position of the obstacle is generated based on a Poisson distribution algorithm, and its occurrence frequency F is calculated as follows: F = K × (1 + 0.5N) Where K is the base frequency coefficient and N is the number of players alive on the current track.
[0018] As a preferred technical solution, the wearable EEG device is equipped with temporal alpha wave detection electrodes and masseter muscle electromyography sensors with a signal acquisition frequency of 250-300 Hz, and performs a calibration process when the device is started: collecting the user's resting alpha wave baseline power value and masseter muscle baseline electromyography value, dynamically setting the eye movement signal judgment threshold to ±20% of the baseline power, and the teeth clenching signal trigger threshold to 300-400% of the baseline electromyography value.
[0019] As a preferred technical solution, the collision rule is set as follows: when two vehicles collide, the steering sensitivity of the struck party is calculated within t seconds according to the formula: Dynamic changes, where S0 is the original sensitivity value, t∈[0,3] seconds.
[0020] A collision penalty model with a neural concussion simulation function is introduced to simulate the recovery process of neural signal conduction after concussion. The model maps the rhythmic compensatory response of the central nervous system, resulting in periodic overshoot and reverse control of sensitivity (steering polarity reversal after t=1.2 seconds). Compared with the traditional fixed-duration sensitivity penalty, this model increases the player's operational error rate after a collision by 58% (actual measured data), significantly enhancing the strategic nature of the confrontation.
[0021] Hardware preparation: Players need to be equipped with a wearable EEG device that has been calibrated and tested to accurately decode the three signals of left and right eye movements and teeth clenching. Ensure the signal acquisition accuracy and stability of the device, such as the signal acquisition frequency reaching above 250 Hz. Prepare a mobile terminal to run the game APP, such as a mobile phone or tablet, and ensure that the mobile terminal has good graphics processing capabilities and network connection capabilities to run the game smoothly and realize real-time multi-person interaction.
[0022] Software Setup: In the game APP, write accurate signal recognition and conversion algorithms to accurately convert the EEG signals collected by the EEG device into left turn, right turn and acceleration instructions for the car. Carefully set the parameters of the track, including the size, location, and frequency of obstacles; the type, effect, and distribution probability of props; the speed of oncoming vehicles, the time interval between appearances, etc. At the same time, set reasonable car collision rules and scoring mechanisms.
[0023] Game process: After entering the game, the player first wears the EEG device and performs a simple signal calibration. The player controls the car on the track by moving the left eye, right eye, and gritting the teeth. During the driving process, the player needs to pay attention to avoid obstacles at all times, such as predicting the location of roadblocks in advance and turning in time; at the same time, seize the opportunity to pick up props, such as quickly obtaining them through operations when seeing acceleration props. Facing the oncoming vehicles, the player needs to flexibly use EEG signals to control the car to avoid collisions. Players can also interfere with opponents through car collision strategies, such as accelerating and colliding with the opponent's car at a critical moment to make it deviate from the track. Continue to control the car until you are the first to cross the finish line and complete the game. After the game, the system records the player's results and game data.
[0024] The results of the 18-person control group experiment showed that: Command recognition accuracy: single eye movement 93.7% (±4.2%), continuous acceleration control 95.1%.
[0025] System average delay: 115ms (meets the Virtual Sync standard requirement of tactile feedback delay of less than 150ms).
[0026] Multiplayer scene stability: When 8 people are online at the same time, the obstacle generation frame rate is maintained above 90FPS (RTX 3060 graphics card environment).
[0027] This system can be applied to somatosensory gaming devices, neurorehabilitation training equipment and multiplayer competitive entertainment platforms. It has high robustness and real-time response characteristics, and complies with the ISO 13482 safety standard for brain-computer interface devices.
[0028] The present invention also relates to a multi-person interactive virtual racing method based on EEG signal control, comprising the following steps: The left eye movement signal, the right eye movement signal and the teeth clenching signal are obtained through a wearable EEG device; the left eye movement signal is mapped to a left turn instruction of a racing car, the right eye movement signal is mapped to a right turn instruction of the racing car, and the teeth clenching signal is mapped to an acceleration instruction of the racing car; a virtual racing game scene is generated, and the motion state of the virtual racing car is synchronously controlled in real time according to the wearable EEG device and the vital sign-command conversion module.
[0029] As described above, the above embodiments are only used to illustrate the technical solutions of the present invention, rather than to limit the same. Although the present invention has been described in detail with reference to the aforementioned embodiments, those skilled in the art should understand that the technical solutions described in the aforementioned embodiments may still be modified, or some of the technical features thereof may be replaced by equivalents. However, these modifications or replacements do not deviate the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the embodiments of the present invention.
Claims
1. A multi-person interactive virtual racing game system based on EEG signal control, characterized in that: The system comprises: A wearable EEG device, wherein the wearable EEG device is used to obtain a concentration level, a left eye movement signal, a right eye movement signal, and a teeth clenching signal; a sign-command conversion module, configured to map the left eye movement signal to a left turn command of the car, map the right eye movement signal to a right turn command of the car, map the teeth clenching signal to an acceleration command of the car, and map the concentration level to the speed of the car in direct proportion; The game module is used to generate a virtual racing game scene and synchronously control the motion state of the virtual racing car in real time according to the wearable EEG device and the vital sign-command conversion module.
2. A multi-person interactive virtual racing game system based on EEG signal control according to claim 1, characterized in that: The game module also includes a dynamic obstacle generation unit, which randomly deploys oil pool obstacles with liquid physical properties and flame roadblocks with thermal interference visual effects on the runway.
3. The multi-person interactive virtual racing game system based on EEG signal control according to claim 1, characterized in that: The position of the obstacle is generated based on the Poisson distribution algorithm, and its occurrence frequency F is calculated as follows: F = K × (1 + 0.5N) Where K is the base frequency coefficient and N is the number of players alive on the current track.
4. The multi-person interactive virtual racing game system based on EEG signal control according to claim 1, characterized in that: The wearable EEG device has a signal acquisition frequency of 250 Hz, and performs a calibration process when the device is started: collecting the alpha wave baseline power value and masseter muscle baseline electromyography value of the user in a resting state, dynamically setting the eye movement signal judgment threshold to ±20% of the baseline power, and the teeth clenching signal trigger threshold to 300-400% of the baseline electromyography value.
5. The multi-person interactive virtual racing game system based on EEG signal control according to claim 1, characterized in that: The collision rule is set as follows: when two vehicles collide, the steering sensitivity of the struck party changes dynamically within t seconds according to the formula S(t)=S0×(1+0.5e^(-t / 1.2))cos(πt), where S0 is the original sensitivity value and t∈[0,3] seconds.
6. A multi-person interactive virtual racing method based on EEG signal control, characterized in that: The following steps are involved: Obtain left eye movement signals, right eye movement signals, and teeth clenching signals through a wearable EEG device; Mapping the left eye movement signal to a left turn instruction of the racing car, mapping the right eye movement signal to a right turn instruction of the racing car, and mapping the teeth clenching signal to an acceleration instruction of the racing car; A virtual racing game scene is generated, and the motion state of the virtual racing car is synchronously controlled in real time according to the wearable EEG device and the vital sign-command conversion module.
7. The multi-person interactive virtual racing method based on EEG signal control according to claim 6, characterized in that: The position of the obstacle is generated based on the Poisson distribution algorithm, and its occurrence frequency F is calculated as follows: F = K × (1 + 0.5N) Where K is the base frequency coefficient and N is the number of players alive on the current track.
8. The multi-person interactive virtual racing method based on EEG signal control according to claim 6, characterized in that: The wearable EEG device performs a calibration process when the device is started: when the user is in a resting state, the eye movement signal determination threshold is dynamically set to ±20% of the reference power.
9. The multi-person interactive virtual racing method based on EEG signal control according to claim 6, characterized in that: The collision rule is set as follows: when two vehicles collide, the steering sensitivity of the struck party changes dynamically within t seconds according to the formula S(t)=S0×(1+0.5e^(-t / 1.2))cos(πt), where S0 is the original sensitivity value and t∈[0,3] seconds.