A large space virtual game method and system based on VR glasses
By using VR glasses for real-time positioning and special effects modules, the problem of insufficient spatial positioning in virtual reality games is solved, enabling players to move and interact freely in large spaces, thus improving the realism and immersion of the game.
Patent Information
- Application Number
- CN202510299269.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-13
- Publication Date
- 2025-12-05
- Estimated Expiration
- 2045-03-13
AI Technical Summary
In existing virtual reality games, players are fixed in a certain location or on a certain device, which restricts free movement and interaction, resulting in a lack of realism and immersion in the game experience. In addition, insufficient spatial positioning accuracy may lead to collision risks.
VR glasses capture the player's position and visual images in the physical space in real time, map them onto a virtual game map, use special effects equipment modules to simulate the game plot, and adjust the virtual map with markers and depth data to improve positioning accuracy, enabling players to move and interact freely in a large space.
It improves positioning accuracy in VR environments, reduces the risk of collisions, enhances the realism and immersion of the gaming experience, and provides a more realistic and vivid gaming experience.
Smart Images

Figure CN120094200B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the technical field of VR, in particular to a large-space virtual game method and system based on VR glasses. BACKGROUND
[0002] The existing virtual reality (VR) game experience mainly relies on the player being fixed in a certain position or device, such as using a fixed seat or standing in a specific small area. This way limits the player's free movement and interaction mode, resulting in a lack of realism and immersion in the game experience. In addition, the current VR system has certain limitations in spatial positioning, especially when the player tries to move in a larger range. Due to insufficient positioning accuracy, the visual feedback in the game often cannot accurately match the player's actual physical movement. This mismatch not only reduces the realism of the game experience, but also may cause the player to collide when moving in the game, increasing the risk of injury. SUMMARY
[0003] The embodiment of the present application provides a large-space virtual game method and system based on VR glasses to solve the problems in the related art, and the technical scheme is as follows:
[0004] In a first aspect, the embodiment of the present application provides a large-space virtual game method based on VR glasses, comprising:
[0005] Obtaining the real-time position of the player during movement in the real space and the real-time visual image, both of which are provided by the VR glasses worn by the player;
[0006] Mapping the real-time position to the virtual game map to determine the virtual position of the player in the virtual game map, and triggering the corresponding game plot according to the virtual position;
[0007] Controlling the specified special effect device module in the real space to start according to the virtual position, and simulating the environmental special effect corresponding to the game plot by using the special effect device module;
[0008] Identifying the specified markers existing in the real-time visual image, determining the visual direction of the player in the virtual game map according to the specified markers, and matching the corresponding virtual game screen in the game plot according to the visual direction and returning it to the VR glasses for playing.
[0009] In an embodiment, it further comprises:
[0010] Obtaining the game requirements, and constructing a three-dimensional virtual game map according to the game requirements, wherein the virtual game map comprises a plurality of game areas, and adjacent game areas are connected to allow the player to walk during the game;
[0011] According to the virtual game map output, a proportional entity building drawing is outputted, and an entity space is established according to the entity building drawing to ensure that the area and layout proportion of the entity map of the entity space are the same as those of the virtual game map.
[0012] In an embodiment, the method further comprises:
[0013] reading the input start parameters, and selecting a corresponding target game mode according to the start parameters, wherein different game modes have different game plots in the same entity space;
[0014] activating a specified number of VR glasses according to the start parameters, obtaining a unique identification code of the activated VR glasses, and binding the unique identification code with the target game mode, so that all the bound VR glasses run the same target game mode.
[0015] In an embodiment, triggering the corresponding game plot according to the virtual position comprises:
[0016] determining a matching game plot in the target game mode according to the virtual position;
[0017] triggering the game plot in the case of receiving a feedback message, wherein the feedback message is generated when the player uses the VR glasses to verify by a specified gesture at the real-time position, or when the player triggers a specified sensor in the entity space.
[0018] In an embodiment, determining the visual direction of the player in the virtual game map according to the specified marker comprises:
[0019] adding all the markers and their positions in the entity space to the virtual game map, wherein the marker is a specified pattern on the wall surface in the entity space, or a specified special effect device arranged in the entity space;
[0020] when the specified marker exists in the real-time visual image, comparing the specified marker in the real-time visual image with all the markers in the virtual game map to determine a target position of the specified marker in the virtual game map;
[0021] determining the visual direction according to the virtual position of the player in the virtual game map and the target position of the specified marker.
[0022] In an embodiment, the method further comprises:
[0023] when the specified marker exists in the real-time visual image, obtaining depth-of-field data of the specified marker through the VR glasses;
[0024] calculating a predicted position of the specified marker in the virtual game map according to the depth-of-field data, comparing the predicted position with the target position to obtain a positioning error;
[0025] determine an adjustment ratio based on the positioning error, and adjust the virtual game map according to the adjustment ratio to ensure that the entity space has the same layout and size ratio as the virtual game map.
[0026] In an embodiment, simulating the environmental special effect corresponding to the game scenario by using the special effect device module comprises:
[0027] In the process of simulating the environment corresponding to the game scenario, only the special effect device module bound to the game area where the virtual position is located is started, and the special effect device modules of other game areas are kept in an off state; wherein, each game area in the entity space is provided with an independent special effect device module, and the special effect device module includes but is not limited to sound effect device, moving carrier, fan device, thermal sensing device, water spray device, and air jet device.
[0028] In a second aspect, the embodiment of the present application provides a large-space virtual game system based on VR glasses, comprising:
[0029] The VR glasses are used to capture the real-time position of the player when moving in the entity space in real time, and collect the real-time visual image of the player in the moving process;
[0030] The game server is connected with the VR glasses signal, and is used to execute the large-space virtual game method based on the VR glasses as described above;
[0031] The special effect device module is arranged in the entity space, and is connected with the game server signal, and is used to start the specified special effect device module in the entity space according to the special effect instruction to simulate the environmental special effect corresponding to the game scenario; the special effect instruction is generated by the game server according to the game scenario.
[0032] In a third aspect, the embodiment of the present application provides an electronic device, which comprises a memory and a processor. The memory and the processor communicate with each other through an internal connection path. The memory is used to store instructions, and the processor is used to execute the instructions stored in the memory. When the processor executes the instructions stored in the memory, the processor executes the method in any one of the embodiments of the above aspects.
[0033] In a fourth aspect, the embodiment of the present application provides a computer readable storage medium, which stores a computer program. When the computer program runs on a computer, the method in any one of the above aspects is executed.
[0034] The above technical solutions have at least the following advantages or beneficial effects:
[0035] The application can determine the accurate real-time position of the player in the real space through the real-time positioning of the VR glasses and the real-time picture captured by the VR glasses, map the real-time position to the virtual game map, accurately position the virtual position of the player in the virtual game map, and trigger the corresponding game plot according to the virtual position. Wherein, the layout of the real space matches the layout of the virtual game map, and the real-time position of the player can be accurately fed back to the virtual game world, which can significantly improve the positioning accuracy in the VR environment, reduce the risk of collision of the player in the game process, make the game experience more realistic, and greatly enhance the sense of immersion.
[0036] The above summary is merely intended to illustrate the present description and is not intended to limit in any way. In addition to the illustrative aspects, embodiments and features described above, further aspects, embodiments and features will be readily apparent to those skilled in the art by reference to the drawings and the following detailed description. BRIEF DESCRIPTION OF DRAWINGS
[0037] In the drawings, like numerals refer to like elements throughout the various drawings. The drawings are not necessarily to scale, the emphasis instead being placed on illustrating principles of the present application. It should be understood that the drawings are merely depictions of some embodiments of the present application and should not be construed as limiting the scope of the present application.
[0038] Figure 1 Flowchart of the method for large space virtual game based on VR glasses according to the present application;
[0039] Figure 2 Layout of the real space according to the present application;
[0040] Figure 3 Structure block diagram of the electronic device according to an embodiment of the present application. DETAILED DESCRIPTION
[0041] In the following, only some exemplary embodiments are simply described. As those skilled in the art can recognize, the described embodiments can be modified in various different ways without departing from the spirit or scope of the present application. Therefore, the drawings and the description are considered to be essentially exemplary rather than limiting.
[0042] Embodiment one
[0043] The existing virtual reality (VR) game experience mainly relies on the player being fixed in a certain position or device, such as using a fixed seat or standing in a specific small area, which limits the free movement and interaction of the player, resulting in a lack of realism and immersion in the game experience.
[0044] In addition, the current VR system has certain limitations in spatial positioning, especially when the player tries to move in a larger range. Due to the lack of positioning accuracy, the visual feedback in the game often cannot accurately match the actual physical movement of the player. This mismatch not only reduces the realism of the game experience, but also may cause the player to collide when moving in the game, increasing the risk of injury.
[0045] To solve the above problems, the embodiment provides a large space virtual game method based on VR glasses. The execution object of the method is a game server, which can be a local server or a cloud server. The game server can be connected with multiple VR glasses. The user can walk in a designated physical space after wearing the VR glasses to trigger the game plot jump.
[0046] As shown in Figure 1 , the method includes the following steps:
[0047] Step S1: Obtain the real-time position of the player during movement in the physical space and the real-time visual image. The real-time position and the real-time visual image are provided by the VR glasses worn by the player.
[0048] It should be noted that the physical space refers to a physical area with entities. The physical area can be a single room or a building area composed of multiple rooms.
[0049] In the embodiment, the internal layout and area of the physical space are set according to the game requirements. Specifically:
[0050] Step S11: Obtain the game requirements, which include the actual activity space required by the player during the game, the number of players playing the game at the same time, the game plot, the player's route, etc.
[0051] Step S12: Construct a three-dimensional virtual game map according to the game requirements.
[0052] In the embodiment, the game can be designed in advance, that is, multiple game areas are set according to the player's route, game plot, etc. The corresponding virtual game map is created according to the multiple game areas, as shown in Figure 2 The virtual game map includes multiple game areas, and adjacent game areas are connected, so that the player can move between different game areas according to the route of the plot, thereby advancing the development of the game plot.
[0053] At the same time, certain special effect devices can be added according to the game requirements during the design of the game to enhance the environmental experience. The special effect devices can be sound effect devices, motion vehicles, fan devices, etc. The special effect devices are added to the virtual game map, so that the virtual game map has the device positions of all special effect devices.Figure 2 The entity space is shown, and the entity space has a plurality of game areas, and players can walk in the plurality of game areas to complete the game process, Figure 2 The dashed circle symbol represents the fan device 1, the square symbol represents the sound effect device 2, and the black long bar symbol represents the thermal sensing device. The game area is also provided with a moving carrier 3. When the player plays in the game area, the corresponding special effect device is started to simulate the game environment and improve the game reality.
[0054] Step S13: Output the entity building drawing according to the virtual game map, and establish the entity space according to the entity building drawing to ensure that the area and layout proportion of the entity map of the entity space are the same as those of the virtual game map.
[0055] After determining the virtual game map, the virtual game map is directly output as an entity building drawing according to a one-to-one ratio. Construction personnel can directly build the corresponding entity space according to the entity building drawing, so that the layout and size of the entity space are completely consistent with the virtual game map. For example, the same virtual object should be placed in the virtual environment in the place where there is a table in the virtual game map, which can prevent players from colliding and also improve the game reality.
[0056] After the establishment of the virtual game map and the building of the entity space, the game can be started. The game starting steps are as follows:
[0057] Step S14: Read the input starting parameters, and select the corresponding target game mode according to the starting parameters.
[0058] The game manager can customize and set the starting parameters, which include the selection of a plurality of game modes and the number of people playing at the same time. Among them, different game modes have different game plots, different game lines, and different game pictures in the same entity space. For example, in the same entity space, the game content of game mode A is space exploration, and the game content of game mode B is horror room exploration. Different game modes can run in the same entity space. Only the plot, line, and picture content of each game mode need to be set in advance, and there is no conflict between the game modes.
[0059] Step S15: Activate a specified number of VR glasses according to the starting parameters, obtain the unique identification code of the activated VR glasses, and bind the target game mode, so that all the bound VR glasses run the same target game mode.
[0060] When the start parameter is set, the corresponding VR glasses are activated according to the actual number of players, so that each player wears independent VR glasses, the game screen of the selected target game mode is displayed through the VR glasses, and the real-time position of each player is located through the VR glasses worn by each player, so as to determine the accurate position of each player in the physical space.
[0061] It should be noted that the VR glasses themselves have a positioning function, which can capture the information of the surrounding environment through the built-in camera and sensor of the VR glasses, calculate the movement and position change of the user according to the captured information, and each VR glasses can detect the real-time position of the wearer in real time after being put into the game and feed it back to the game server. The VR glasses with positioning function have been disclosed in the prior art, and the working principle will not be described here.
[0062] Each VR glasses has its unique identification code, after the game administrator provides the start parameter, a same number of VR glasses can be activated randomly according to the number of players participating in this game, for example, assuming that there are two players participating in this game, two idle VR glasses are randomly activated from a plurality of VR glasses, the two activated VR glasses feed their unique identification codes to the game server, and the game server binds the unique identification codes of the two VR glasses with the target game mode of this game, so that the two bound VR glasses run the game process corresponding to the target game mode and put the game screen corresponding to the target game mode.
[0063] After the game server binds the VR glasses and the target game mode, the VR glasses receive the start game instruction sent by the game server to start the positioning function of the VR glasses, collect the real-time position of the player wearing the VR glasses, and capture the real-time visual image of the surrounding environment in the physical space through the camera in the VR glasses and upload it to the game server.
[0064] Step S2: mapping the real-time position to the virtual game map to determine the virtual position of the player in the virtual game map, and triggering the corresponding game plot according to the virtual position.
[0065] The game server maps the real-time position uploaded by the VR glasses to the virtual game map in proportion, and since the environment layout in the physical space is completely consistent with the virtual game map in this embodiment, the virtual position of the player in the virtual game map can be accurately determined according to the real-time position collected by the VR glasses.
[0066] In the previous game design stage, different virtual positions can be matched with different game plots in advance. When the player wearing the VR glasses moves to a specified position in the physical space, the virtual position of the player in the virtual game map is determined according to the specified position, and the corresponding game plot at the virtual position is triggered, so that the game process jumps from the previous game plot to the next game plot, and the game picture of the VR glasses worn by the player is updated, so that the player advances the game development in the walking process and improves the game experience.
[0067] Step S3: According to the virtual position, the specified special effect device module in the physical space is controlled to start to simulate the environmental special effect corresponding to the game plot.
[0068] In the embodiment, a plurality of sets of special effect device modules are arranged in the physical space. In the embodiment, one special effect device module is arranged in each game area of the physical space. The special effect device module includes, but is not limited to, sound effect devices, motion carriers, fan devices, thermal devices, water and spray devices, and air injection devices. Other devices can be added according to the environmental special effect, and the types and quantities of the special effect devices are not limited. The special effect device module in each game area can be a combination of one or more of the sound effect devices, the motion carriers, and the fan devices. The motion carrier can be a lifting platform for simulating lifting effect, or a flight seat for simulating flight effect, etc. The motion carrier can simulate different dynamic effects by adjusting its acceleration and deceleration, inclination angle, vibration feedback, etc., thereby enhancing the immersion.
[0069] Each game area has its independent special effect device module. When the player enters a certain game area through the VR glasses in the game process, the corresponding game plot of the game area is triggered, and the independent special effect device module in the game area is started, while the special effect device modules in other game areas are in the closed state, so that the audio effect in the whole physical space is clearer and more realistic, and the noise is reduced.
[0070] Suppose that two game modes are running in the same physical space, or different players enter the game at different time periods in the same game mode, that is, the special effect device modules of different game areas need to be started at the same time. The player participating in one of the game modes wears a headset, or the subsequent player entering the game wears a headset, so that the game experience of the player can be ensured by the method of listening to the sound effect by the players wearing the headsets, and the normal game of the player is not affected by the sound interference.
[0071] To further improve the authenticity, the sound effect devices in the game area can adopt sound matrix distribution to simulate the sound surround effect. That is, multiple sound effects are arranged according to a certain layout, and the input audio signals are distributed and adjusted through an audio processor to achieve the best sound coverage and spatial sense. At the same time, the surround sound effect can also be combined with the game picture, for example, a virtual character moves from the right side of the game picture to the left side, at this time the sound of the sound effect devices from right to left in the game area can be controlled to emit sound gradually, effectively simulating the effect of the virtual character moving from the right to the left, which not only enhances the sense of immersion, but also brings a more realistic and lively experience to the player.
[0072] In addition, in order to further improve the authenticity, other special effect devices can also be added according to the game requirements, such as adding water spraying devices to simulate the environment effect of raining in the game. The types of special effect devices set in each game area in the physical space can be arranged according to actual needs, and the specific types and quantities of special effect devices are not limited here.
[0073] Step S4: identifying the specified markers existing in the real-time visual image, determining the visual direction of the player in the virtual game map according to the specified markers, and returning to the VR glasses to play according to the corresponding virtual game picture in the game plot matched with the visual direction.
[0074] During the game of the player, the player can swing his head at any time to change his visual direction. At the same time when the player changes the visual direction, the VR glasses worn by the player take the internal environment of the physical space in the visual direction through the built-in camera, so as to obtain the real-time visual image. The real-time visual image is analyzed to further determine the virtual position and visual direction of the player in the virtual game map.
[0075] It should be noted that the markers can be specified patterns on the walls in the physical space, or specified special effect devices arranged in the physical space.
[0076] For example, a sticker can be pasted on each wall in the physical space, and each sticker on the wall has its own unique marker, such as a triangular pattern or an irregular pattern; the markers on different walls are different, so that the player's direction is determined according to the type of the specified marker existing in the real-time visual image. In order to be beautiful, the markers on the walls can also be designed with other patterns on the wallpaper.
[0077] In addition, the specified special effect devices in the physical space can also be used as markers. Suppose that there is only one lifting device for simulating lifting effect in the physical space, when the VR glasses take the front of the lifting device through the built-in camera, it can be determined that the current player's direction.
[0078] All the markers and their positions existing in the entity space are added to the three-dimensional virtual game map in advance. When the game server determines that the specified marker exists in the real-time visual image, the game server compares the identified specified marker with all the markers added in advance in the virtual game map. Assuming that the specified marker is the same as a marker in the virtual game map, the target position of the specified marker in the virtual game map can be determined. Then, the real-time position of the player in the entity space is obtained through the VR glasses. The virtual position of the player in the virtual game map is determined according to the real-time position. The position of the player in the virtual game map and the visual direction of the player in the virtual game map are further accurately positioned according to the virtual position and the target position of the specified marker in the virtual game map, so as to more accurately put the game picture conforming to the current visual direction and the current player position into the VR glasses worn by the player, so that the game experience is more real and the sense of immersion is greatly enhanced.
[0079] It should be noted that the steps S2 to S4 can be executed synchronously. The player position is determined in real time while the game plot is advanced. The special effect device is started synchronously, and the game picture in the VR glasses is updated in real time, so that the player has a more real game experience.
[0080] Further, player feedback can be added during the game to improve game interactivity. For example, a door is arranged between two game areas in the entity space, and a sensor is arranged on the door. Assuming that the player wearing the VR glasses needs to pass through the door from one game area to another game area to trigger a new game plot. Only when the sensor on the door detects that the door is opened, i.e., the sensor on the door transmits the signal that the door is opened to the game server, the game server triggers the corresponding game plot according to the virtual position of the player on the virtual game map. If the player does not perform the action of opening the door, the sensor on the door does not detect that the door is opened, and the game server does not trigger the next game plot.
[0081] In addition, a corresponding gesture verification can also be added. For example, when the player reaches a certain virtual position in the virtual game map, the game server triggers a gesture verification process to send a gesture verification picture to the VR glasses worn by the player. The player can make a corresponding gesture action according to the gesture verification picture. The camera built in the VR glasses recognizes the gesture action and judges whether the gesture action is consistent with the pre-set gesture action and whether the gesture duration reaches the pre-set time. If the gesture action is consistent and the gesture duration reaches the pre-set time, it means that the gesture verification is passed. In the case that the gesture verification is passed, the game server triggers the next game plot, improving the player experience.
[0082] In order to further improve the consistency between the entity space and the virtual game map, the virtual game map can be corrected before or during the game. Specifically:
[0083] The real-time visual image collected by the VR glasses is analyzed, when the real-time visual image has a specified marker, the depth of field data of the specified marker is acquired through the VR glasses, the distance between the player and the photographed specified marker can be determined through the depth of field data, because the layout and size between the entity space and the virtual game map are consistent, the predicted position of the photographed specified marker in the virtual game map can be calculated according to the depth of field data. The position of the specified marker pre-entered in the virtual game map is called the target position, the predicted position and the target position are compared to obtain the positioning error; the adjustment ratio of the virtual game map is determined according to the positioning error, and the adjustment mode includes magnification or reduction, and the virtual game map is magnified or reduced according to the adjustment ratio to ensure that the layout and size ratio between the entity space and the virtual game map are completely the same, so as to facilitate the subsequent accurate positioning of the virtual position of the player in the virtual game map.
[0084] The embodiment can let the player freely explore in a larger space while ensuring that their actions can be accurately captured and reflected in the game in real time, thereby improving the overall game experience.
[0085] Embodiment two
[0086] The embodiment provides a large-space virtual game system based on VR glasses, which mainly comprises VR glasses, a game server and a special effect device module arranged in an entity space.
[0087] The VR glasses are used to display game pictures, and are also used to capture the real-time position of the player when moving in the entity space and to collect real-time visual images of the player during movement.
[0088] The entity space in the embodiment is built according to the virtual game map in the same proportion, and the layout and size between the virtual game map and the entity space are completely consistent.
[0089] The game server is in signal communication with the VR glasses, and is used to execute the large-space virtual game method based on VR glasses as in embodiment one.
[0090] The special effect device module is arranged in the entity space, all the special effect device modules are in signal communication with the game server, and are used to start the specified special effect device module in the entity space according to the special effect instruction to simulate the environmental special effect corresponding to the game plot; the special effect instruction is generated by the game server according to the game plot.
[0091] The functions of the devices in the system of the embodiments of the present application can refer to the corresponding descriptions in the above method, and will not be described here again.
[0092] Embodiment three
[0093] The embodiment provides an electronic device, Figure 3 A structural block diagram of an electronic device according to an embodiment of the present application is shown. As shown, the electronic device includes a memory 100 and a processor 200, and the memory 100 stores a computer program capable of running on the processor 200. The processor 200 implements the method for large-space virtual game based on VR glasses in the above embodiment when executing the computer program. The number of the memory 100 and the processor 200 can be one or more. Figure 3
[0094] The electronic device further includes:
[0095] A communication interface 300, configured to communicate with external devices and perform data interaction transmission.
[0096] If the memory 100, the processor 200 and the communication interface 300 are independently implemented, the memory 100, the processor 200 and the communication interface 300 can be connected to each other through a bus and complete communication therebetween. The bus can be an Industry Standard Architecture (ISA) bus, a Peripheral Component Interconnect (PCI) bus or an Extended Industry Standard Architecture (EISA) bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc.
[0097] Optionally, in specific implementation, if the memory 100, the processor 200 and the communication interface 300 are integrated on a chip, the memory 100, the processor 200 and the communication interface 300 can complete communication therebetween through an internal interface.
[0098] The embodiment of the present application provides a computer readable storage medium, which stores a computer program, and the program is executed by a processor to implement the method provided in the embodiment of the present application.
[0099] The embodiment of the present application further provides a chip, which includes a processor, is used for calling and running instructions stored in a memory, and makes a communication device installed with the chip execute the method provided in the embodiment of the present application.
[0100] The embodiment of the present application further provides a chip, comprising: an input interface, an output interface, a processor and a memory, the input interface, the output interface, the processor and the memory are connected through internal connection channels, the processor is used for executing the code in the memory, and when the code is executed, the processor is used for executing the method provided by the embodiment of the present application.
[0101] It should be understood that the processor described above can be a central processing unit (CPU), and can also be other general-purpose processors, digital signal processors (DSP), application specific integrated circuits (ASIC), field programmable gate arrays (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components, etc. The general-purpose processor can be a microprocessor or any conventional processor, etc. It should be noted that the processor can be a processor supporting an advanced RISC machine (ARM) architecture.
[0102] Further, the aforementioned memory can include a read-only memory, and a random access memory, and can further include a non-volatile random access memory. The memory can be a volatile memory or a non-volatile memory, or can include both volatile and non-volatile memory. The non-volatile memory can include a read-only memory (ROM), a programmable ROM (PROM), an erasable PROM (EPROM), an electrically EPROM (EEPROM), or a flash memory. The volatile memory can include a random access memory (RAM) that is used as an external cache. By way of example, but not limitation, a number of forms of RAM are available. For example, a static RAM (SRAM), a dynamic RAM (DRAM), a synchronous DRAM (SDRAM), a double data rate SDRAM (DDR SDRAM), an enhanced SDRAM (ESDRAM), a synchlink DRAM (SLDRAM), and a direct rambus RAM (DR RAM) can be employed.
[0103] In the above-described embodiments, all or a part can be implemented by software, hardware, firmware, or any combination thereof. When implemented as software, it can be implemented in the form of a computer program product. The computer program product includes one or more computer instructions. When the computer program instructions are loaded into and executed by a computer, all or part of the procedures or functions according to the present application are generated. The computer can be a general-purpose computer, a special-purpose computer, a computer network, or other programmable apparatus. The computer instructions can be stored in a computer-readable storage medium or transmitted from one computer-readable storage medium to another computer-readable storage medium.
[0104] In the description of the present specification, the description of the terms "one embodiment", "some embodiments", "an example", "a specific example", or "some examples" and the like means that the specific features, structures, materials or characteristics described in connection with the embodiment or example are included in at least one embodiment or example of the present application. Also, the specific features, structures, materials or characteristics described can be combined in any appropriate manner in any one or more embodiments or examples. In addition, the person skilled in the art can combine and combine the different embodiments or examples described in the specification and the features of the different embodiments or examples without contradiction.
[0105] In addition, the terms "first", "second" are only for descriptive purposes and cannot be understood as indicating or implying relative importance or implicitly indicating the number of the indicated technical features. Therefore, the features defined with "first", "second" can explicitly or implicitly include at least one of the features. In the description of the present application, the meaning of "a plurality of" is two or more, unless otherwise specifically limited.
[0106] The above is only a specific embodiment of the present application, but the protection scope of the present application is not limited thereto, and any person skilled in the art can easily think of various changes or replacements within the technical range disclosed by the present application, which should be covered within the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.
Claims
1. A large space virtual game method based on VR glasses, characterized in that, The method comprises: acquiring real-time position and real-time visual image of a player during movement in a physical space, both of which are provided by a VR glasses worn by the player; mapping the real-time position to a virtual game map to determine a virtual position of the player in the virtual game map, and triggering a corresponding game scenario according to the virtual position; controlling a designated special effect device module in the physical space to start according to the virtual position, and simulating an environmental special effect corresponding to the game scenario by using the special effect device module; identifying a designated marker existing in the real-time visual image, determining a visual direction of the player in the virtual game map according to the designated marker, and matching a corresponding virtual game picture in the game scenario according to the visual direction to return to the VR glasses for playing; when the designated marker exists in the real-time visual image, acquiring depth-of-field data of the designated marker by the VR glasses; calculating a predicted position of the designated marker in the virtual game map according to the depth-of-field data, comparing the predicted position with a target position to obtain a positioning error, wherein the target position is a pre-recorded position of the designated marker in the virtual game map; determining an adjustment ratio based on the positioning error, and adjusting the virtual game map according to the adjustment ratio to ensure that the layout and size ratio of the physical space and the virtual game map are the same. 2.The method of claim 1, wherein, Further comprising: acquiring a game requirement, and constructing a three-dimensional virtual game map according to the game requirement; wherein the virtual game map comprises a plurality of game areas, and adjacent game areas are connected for the player to walk during the game; outputting an entity building drawing in the same proportion according to the virtual game map, and establishing the physical space according to the entity building drawing to ensure that the area and layout ratio of the entity map of the physical space and the virtual game map are the same. 3.The method of claim 1, wherein, Further comprising: reading an input start parameter, and selecting a corresponding target game mode according to the start parameter, wherein different game modes have different game scenarios in the same physical space; activating a specified number of VR glasses according to the start parameter, acquiring a unique identification code of the activated VR glasses, and binding the unique identification code with the target game mode, so that all the bound VR glasses run the same target game mode. 4.The method of claim 1, wherein, The method of triggering a corresponding game scenario according to the virtual position comprises: determining a matching game scenario in the target game mode according to the virtual position; triggering the game scenario when a feedback message is received, wherein the feedback message is generated when the player verifies by a specified gesture using the VR glasses at the real-time position, or when the player triggers a specified sensor in the physical space. 5.The method of claim 1, wherein, The method of determining a visual direction of the player in the virtual game map according to the designated marker comprises: adding all the markers and their positions in the physical space to the virtual game map; wherein the markers are specified patterns on walls in the physical space or specified special effect devices arranged in the physical space; when a specified marker exists in the real-time visual image, comparing the specified marker in the real-time visual image with all the markers in the virtual game map to determine a target position of the specified marker in the virtual game map; determining the visual direction according to the virtual position of the player in the virtual game map and the target position of the specified marker. 6.The method of claim 1, wherein, The simulation of the environmental special effect corresponding to the game plot by the special effect device module includes: In the process of simulating the environmental special effect corresponding to the game plot, only the special effect device module bound to the game area where the virtual position is located is started, and the special effect device modules of other game areas are kept in the off state; wherein each game area in the physical space is arranged with an independent special effect device module, and the special effect device module includes but is not limited to sound effect device, motion carrier, fan device, thermal sensing device, water spray device, and air jet device.
7. A large space virtual game system based on VR glasses, characterized in that, It includes: a VR glasses, used to capture the real-time position of the player when moving in the physical space in real time, and collect the real-time visual image of the player in the moving process; a game server, in signal communication with the VR glasses, used to execute the large space virtual game method based on the VR glasses as claimed in any one of claims 1-6; a special effect device module, arranged in the physical space, in signal communication with the game server, used to start the specified special effect device module in the physical space according to the special effect instruction to simulate the environmental special effect corresponding to the game plot; the special effect instruction is generated by the game server according to the game plot.
8. An electronic device, comprising: It includes: a processor and a memory, the memory stores instructions, the instructions are loaded and executed by the processor to realize the large space virtual game method based on the VR glasses as claimed in any one of claims 1-6.
9. A computer-readable storage medium, characterized in that, The computer readable storage medium stores a computer program, and the computer program is executed by the processor to realize the large space virtual game method based on the VR glasses as claimed in any one of claims 1-6.
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