Game action optimization method and system based on swing machine

By constructing a personalized player static model and analyzing dynamic characteristics, and adjusting the parameters of the swing machine's interactive actions, the problem that swing machine in the existing technology is difficult to adapt to different player characteristics, achieving a better gaming experience and reducing discomfort.

CN120189690AInactive Publication Date: 2025-06-24GUANGZHOU QINSHENG TECH CO LTD
View PDF 0 Cites 1 Cited by

Patent Information

Application Number
CN202510281941.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-11
Publication Date
2025-06-24
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

The game action control technology of existing swing machines is difficult to adapt to different static conditions of different players and dynamic states during the game process, resulting in large differences in game experience and some players are uncomfortable.

Method used

By obtaining the player's static feature parameter set, building a personalized player static model, and combining the game action interaction parameter set and the player's dynamic feature parameter set, determining the player's state deviation information, adjusting the personalized action interaction parameter set of the swing machine's interactive actions, and achieving dynamic fine-tuning.

Benefits of technology

It improves the adaptability of the interactive actions of the swing machine, ensures that different players have a good gaming experience, and significantly reduces players' discomfort during the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN120189690A_ABST
    Figure CN120189690A_ABST
Patent Text Reader

Abstract

The invention relates to the technical field of game wobble machines, in particular to a game action optimization method and system based on a wobble machine. The method comprises the following steps: acquiring a player static characteristic parameter set, analyzing the player static characteristic parameter set, and constructing a personalized player static model; acquiring a game action interaction parameter set and a player dynamic characteristic parameter set, analyzing the player dynamic characteristic parameter set based on the personalized player static model and the game action interaction parameter set, and determining player state deviation information; according to the player state deviation information, determining a personalized action interaction parameter set, and according to the personalized action interaction parameter set, performing dynamic fine adjustment on the interaction action of the swing machine to determine an action adjustment result; and determining and outputting an action adjustment report and a player experience feedback report according to the action adjustment result. According to the method, the interactive action of the swing machine well adapts to differential static conditions of different players and dynamic states of the players in the game process, and the different players can obtain good game experience.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This application relates to the technical field of game rocking machines, and in particular, to a method and system for optimizing game actions based on a rocking machine. Background Art

[0002] With the rapid popularization of somatosensory game devices, more and more players expect to obtain a more immersive game experience through physical interaction devices such as rocking machines. The rocking machine realizes immersive interaction with players through the simulation of game actions and physical feedback, bringing a good game experience to players.

[0003] However, the existing game action control technology of rocking machines usually provides action simulation and feedback for players during the game using preset action interaction parameters, and it is difficult to well adapt to the different static conditions of different players and the dynamic states of players during the game process, resulting in significant differences in the game experiences of different players and causing discomfort to some players during the game process. Summary of the Invention

[0004] This application provides a method and system for optimizing game actions based on a rocking machine to solve the above technical problems.

[0005] In a first aspect, this application provides a method for optimizing game actions based on a rocking machine, and the method includes: Obtain a set of player static characteristic parameters, analyze the set of player static characteristic parameters, and construct a personalized player static model; obtain a set of game action interaction parameters and a set of player dynamic characteristic parameters, analyze the set of player dynamic characteristic parameters based on the personalized player static model and the set of game action interaction parameters, and determine player state deviation information; according to the player state deviation information, determine a set of personalized action interaction parameters, and dynamically fine-tune the interaction actions of the rocking machine according to the set of personalized action interaction parameters to determine an action adjustment result; according to the action adjustment result, determine and output an action adjustment report and a player experience feedback report.

[0006] Through this solution, analyze the set of static characteristic parameters of players, construct a personalized static model of players for reflecting the static physiological characteristics of players, and on this basis, combine the game action interaction parameter set and the set of dynamic characteristic parameters of players to determine the player state deviation information generated under the influence of their static physiological characteristics and dynamic physiological characteristics during the game process of players, so as to determine the personalized action interaction parameter set that the rocking machine needs to adjust, and realize the dynamic fine-tuning of the interaction actions of the rocking machine. According to the obtained action adjustment results, provide the corresponding action adjustment report and player experience feedback report to the equipment maintenance personnel, so that the interaction actions of the rocking machine can well adapt to the different static conditions of different players and the dynamic states of players during the game process, enable different players to obtain good game experiences, and significantly reduce the discomfort experiences of players during the game process.

[0007] Optionally, the set of static characteristic parameters of players includes player height, player weight, and player three-dimensional contour. Analyzing the set of static characteristic parameters of players and constructing a personalized static model of players includes: analyzing the player three-dimensional contour, and extracting the head ratio factor, torso ratio factor, hand ratio factor, and leg ratio factor; based on the player height and the player weight, according to the head ratio factor, torso ratio factor, hand ratio factor, and leg ratio factor, respectively determine the set of player part length distribution information and the set of player part mass distribution information; according to the set of player part length distribution information and the set of player part mass distribution information, determine the centroid position and rotation radius corresponding to each part of the player; based on the set of player part mass distribution information, according to the centroid position and the rotation radius, respectively determine the player center of gravity position and the player inertia characteristic index; based on the set of player part length distribution information and the set of player part mass distribution information, according to the player center of gravity position and the player inertia characteristic index, construct the personalized static model of players.

[0008] Through this solution, based on the player three-dimensional contour, conduct a part-by-part analysis of the static physiological characteristics of players. Based on the player height and the player weight, according to the obtained head ratio factor, torso ratio factor, hand ratio factor, and leg ratio factor, respectively determine the set of player part length distribution information and the set of player part mass distribution information. On this basis, analyze and obtain the centroid position and rotation radius reflecting the movement range of each part of the player, and further obtain the player center of gravity position and the player inertia characteristic index reflecting the basic movement characteristics of the player under the influence of static physiological characteristics, so as to construct a personalized static model of players, enabling the personalized static model of players to comprehensively describe the movement characteristics of players under the influence of static physiological characteristics from the perspective of quantitative data, and improving the pertinence and adaptability of subsequent rocking machine action adjustment.

[0009] Optionally, based on the player part length distribution information set and the player part mass distribution information set, according to the player's center of gravity position and the player's inertia characteristic index, the personalized player static model is constructed as the following formula: ; where, is the personalized player static model, is the player part length distribution information set, is the player part mass distribution information set, is the player's center of gravity position, is the th mass of the player's part, is the th centroid position of the player's part, is the player's inertia characteristic index, is the th radius of gyration of the player's part.

[0010] Through this solution, by means of mathematical analysis, based on the centroid position and radius of gyration of each part of the player, the player's center of gravity position and the player's inertia characteristic index are quantified, and combined with the player part length distribution information set and the player part mass distribution information set, the constructed corresponding set is used as the personalized player static model, so that the personalized player static model accurately and scientifically reflects the static physiological characteristics of the player, providing accurate data support for the subsequent mathematical analysis process.

[0011] Optionally, the set of game action interaction parameters includes the real-time game action setting frequency and the real-time game set action posture, and the set of player dynamic characteristic parameters includes the real-time heart rate, the real-time skin conductance level, the real-time breathing frequency, the real-time muscle tension, the real-time player center of gravity position, the real-time player action frequency, and the real-time player action posture. Based on the personalized player static model and the set of game action interaction parameters, analyze the set of player dynamic characteristic parameters to determine the player state deviation information, including: based on the personalized player static model, according to the real-time heart rate and the real-time muscle tension, determine the real-time center of gravity offset evaluation influence factor, and based on the real-time player center of gravity position and the player center of gravity position, according to the real-time center of gravity offset evaluation influence factor, determine the center of gravity offset amount; based on the personalized player static model, according to the real-time heart rate and the real-time breathing frequency, determine the real-time rhythm offset evaluation influence factor, and based on the real-time player action frequency and the real-time game action setting frequency, according to the real-time rhythm offset evaluation influence factor, determine the rhythm offset amount; based on the personalized player static model, according to the real-time heart rate and the real-time skin conductance level, determine the real-time posture offset evaluation influence factor, and based on the real-time player action posture and the real-time game set action posture, according to the real-time posture offset evaluation influence factor, determine the posture offset amount; according to the center of gravity offset amount, the rhythm offset amount, and the posture offset amount, construct the player state deviation information.

[0012] Through this solution, based on the personalized player static model, according to the set of game action interaction parameters, analyze the set of player dynamic characteristic parameters, comprehensively analyze the player's action deviation state from three aspects of the center of gravity, rhythm, and posture, respectively obtain the center of gravity offset amount, the rhythm offset amount, and the posture offset amount, and according to the center of gravity offset amount, the rhythm offset amount, and the posture offset amount, construct the player state deviation information, so that the player state deviation information can comprehensively reflect the current player's action deviation state, and improve the fineness and pertinence of the subsequent adjustment of the swing machine interaction action based on the player state deviation information.

[0013] Optionally, based on the personalized player static model, according to the real-time heart rate and the real-time muscle tension, determine the real-time center of gravity offset evaluation influence factor, and based on the real-time player center of gravity position and the player center of gravity position, according to the real-time center of gravity offset evaluation influence factor, determine the center of gravity offset amount, specifically as the following formula: ; Wherein, is the center of gravity offset amount, is the real-time player center of gravity position at the current time point , is the player center of gravity position, is the influencing factor for real-time center-of-gravity shift evaluation, is the center-of-gravity regression coefficient, is the personalized player static model, is the preset adjustment amplitude coefficient, is the heart rate sensitivity coefficient, is the real-time heart rate, is the muscle sensitivity coefficient, is for the player's corresponding real-time muscle tightness of the part.

[0014] Through this solution, by using mathematical analysis means, based on the personalized player static model, according to the real-time heart rate and real-time muscle tightness, the influencing factor for real-time center-of-gravity shift evaluation is quantified, and based on the real-time player center-of-gravity position and the player center-of-gravity position, according to the influencing factor for real-time center-of-gravity shift evaluation, the center-of-gravity shift amount is quantified, so that the obtained center-of-gravity shift amount can accurately reflect the center-of-gravity shift situation of the player under the influence of his static physiological characteristics and dynamic physiological characteristics, thereby improving the accuracy and adaptability of the subsequent interactive action adjustment of the rocking machine.

[0015] Optionally, based on the personalized player static model, according to the real-time heart rate and the real-time breathing rate, the influencing factor for real-time rhythm shift evaluation is determined, and based on the real-time player action frequency and the real-time game action setting frequency, according to the influencing factor for real-time rhythm shift evaluation, the rhythm shift amount is determined, specifically as the following formula: ; wherein, is the rhythm shift amount, is the real-time player action frequency, is the real-time game action setting frequency, is the influencing factor for real-time rhythm shift evaluation, is the rhythm regression coefficient, is the personalized player static model, is the breathing sensitivity coefficient, is the breathing shift sensitivity index, is the real-time breathing rate, is the reference breathing rate, is the heart rate influence coefficient, is the real-time heart rate.

[0016] Through this solution, by means of mathematical analysis, based on the personalized player static model, according to the real-time heart rate and real-time breathing frequency, the influencing factors of real-time rhythm offset evaluation are quantified, and based on the real-time player action frequency and real-time game action setting frequency, according to the influencing factors of real-time rhythm offset evaluation, the rhythm offset amount is quantified, so that the obtained rhythm offset amount can accurately reflect the rhythm offset situation of the player under the influence of his static physiological characteristics and dynamic physiological characteristics, and further improve the accuracy and adaptability of the subsequent interactive action adjustment of the rocking machine.

[0017] Optionally, based on the personalized player static model, according to the real-time heart rate and the real-time skin conductance level, the influencing factors of real-time posture offset evaluation are determined, and based on the real-time player action posture and the real-time game set action posture, according to the influencing factors of real-time posture offset evaluation, the posture offset amount is determined, specifically as the following formula: ; Wherein, is the posture offset amount, is the real-time player action posture, is the real-time game set action posture, is the influencing factor of real-time posture offset evaluation, is the posture regression coefficient, is the personalized player static model, is the muscle posture influence coefficient, is the player's corresponding real-time muscle tightness of the part, is the skin conductance influence coefficient, is the real-time skin conductance level, is the heart rate sensitivity index, is the real-time heart rate.

[0018] Through this solution, by means of mathematical analysis, based on the personalized player static model, according to the real-time heart rate and real-time skin conductance level, the influencing factors of real-time posture offset evaluation are quantified, and based on the real-time player action posture and real-time game set action posture, according to the influencing factors of real-time posture offset evaluation, the posture offset amount is quantified, so that the obtained posture offset amount can accurately reflect the posture offset situation of the player under the influence of his static physiological characteristics and dynamic physiological characteristics, and further improve the accuracy and adaptability of the subsequent interactive action adjustment of the rocking machine.

[0019] Optionally, determining the personalized action interaction parameter set according to the player state deviation information includes: analyzing the player state deviation information, and judging whether there are action amplitude adjustment requirements, action frequency adjustment requirements, and action damping adjustment requirements according to the numerical matching results of the center of gravity offset, the rhythm offset, and the posture offset with the offset tolerance interval respectively; if there are the action amplitude adjustment requirements / the action frequency adjustment requirements / the action damping adjustment requirements, based on the action amplitude adjustment requirements / the action frequency adjustment requirements / the action damping adjustment requirements, determining the real-time action amplitude adjustment amount, the real-time action frequency adjustment amount, and the real-time action damping adjustment amount respectively according to the center of gravity offset, the rhythm offset, and the posture offset; and constructing the personalized action interaction parameter set according to the real-time action amplitude adjustment amount, the real-time action frequency adjustment amount, and the real-time action damping adjustment amount.

[0020] Through this solution, the player state deviation information is analyzed, and according to the numerical matching results of the center of gravity offset, the rhythm offset, and the posture offset with the offset tolerance interval respectively, the corresponding action adjustment requirements are determined, and according to the center of gravity offset, the rhythm offset, and the posture offset, the real-time action amplitude adjustment amount, the real-time action frequency adjustment amount, and the real-time action damping adjustment amount corresponding to the action adjustment requirements are determined, so as to construct the personalized action interaction parameter set, realize the targeted adjustment of the action amplitude, action frequency, and action damping of the rocking machine, and adaptively cope with the excessive center of gravity offset, rhythm offset, and posture offset generated during the player's game process, improve the player's game experience, and reduce the player's discomfort.

[0021] Optionally, based on the action amplitude adjustment requirements / the action frequency adjustment requirements / the action damping adjustment requirements, determining the real-time action amplitude adjustment amount, the real-time action frequency adjustment amount, and the real-time action damping adjustment amount respectively according to the center of gravity offset, the rhythm offset, and the posture offset is specifically the following formula: ; Wherein, is the real-time action amplitude adjustment amount, is the set amplitude of the game action, is the center of gravity amplitude conversion coefficient, is the center of gravity offset, is the real-time action frequency adjustment amount, is the set frequency of the game action, is the rhythm offset conversion coefficient, is the rhythm offset, is the real-time action damping adjustment amount, is the set damping of the game action, is the posture offset conversion coefficient, is the attitude offset is the center of gravity damping conversion coefficient.

[0022] Through this solution, by means of mathematical analysis, based on the action amplitude adjustment requirement / action frequency adjustment requirement / action damping adjustment requirement, according to the center of gravity offset, rhythm offset and attitude offset, the real-time action amplitude adjustment amount, real-time action frequency adjustment amount and real-time action damping adjustment amount are quantified respectively, improving the accuracy and scientificity of the corresponding adjustment amounts, and improving the optimization effect of the interactive game actions of the rocking machine.

[0023] In a second aspect, the present application provides a game action optimization system based on a rocking machine, the system includes: A static analysis module, configured to obtain a set of player static feature parameters, analyze the set of player static feature parameters, and construct a personalized player static model; a dynamic analysis module, configured to obtain a set of game action interaction parameters and a set of player dynamic feature parameters, and based on the personalized player static model and the set of game action interaction parameters, analyze the set of player dynamic feature parameters to determine player state deviation information; an action adjustment module, configured to determine a set of personalized action interaction parameters according to the player state deviation information, and according to the set of personalized action interaction parameters, dynamically fine-tune the rocking machine interaction actions to determine an action adjustment result; an output module, configured to determine and output an action adjustment report and a player experience feedback report according to the action adjustment result. BRIEF DESCRIPTION OF THE DRAWINGS

[0024] In order to more clearly illustrate the technical solutions in the embodiments of the present application or the prior art, the following will briefly introduce the drawings required for use in the description of the embodiments or the prior art. Obviously, the drawings in the following description are some embodiments of the present application. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.

[0025] Figure 1 is a schematic diagram of an application scenario provided by an embodiment of the present application; Figure 2 is a flowchart of a game action optimization method based on a rocking machine provided by an embodiment of the present application; Figure 3 is a schematic structural diagram of a game action optimization system based on a rocking machine provided by an embodiment of the present application. DETAILED DESCRIPTION OF THE EMBODIMENTS

[0026] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions in the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of this application. Apparently, the described embodiments are only a part rather than all of the embodiments of this application. All other embodiments obtained by those of ordinary skill in the art based on the embodiments in this application without creative efforts shall fall within the scope of protection of this application.

[0027] In addition, the term "and / or" in this document is merely a description of the association relationship between associated objects, indicating that three relationships may exist. For example, A and / or B may represent three situations: A exists alone, A and B exist simultaneously, and B exists alone. In addition, the character " / " in this document generally represents an "or" relationship between the associated objects before and after, unless otherwise specified.

[0028] The embodiments of this application will be further described in detail below with reference to the accompanying drawings of the specification.

[0029] In the existing game action control technology of rocking machines, preset action interaction parameters are usually used to provide action simulation and feedback for players during the game. It is difficult to well adapt to the different static conditions of different players and the dynamic states of players during the game, resulting in significant differences in the game experiences of different players and causing discomfort to some players during the game.

[0030] Based on this, this application provides a game action optimization method and system based on a rocking machine. Analyze the toy static feature parameter set, construct a personalized player static model for reflecting the static physiological characteristics of players, and on this basis, combine the game action interaction parameter set and the player dynamic feature parameter set to determine the player state deviation information generated by players during the game under the influence of their static and dynamic physiological characteristics, so as to determine the personalized action interaction parameter set that the rocking machine needs to adjust, and realize the dynamic fine-tuning of the interaction actions of the rocking machine. According to the obtained action adjustment results, provide the corresponding action adjustment report and player experience feedback report to the equipment maintenance personnel, so that the interaction actions of the rocking machine can well adapt to the different static conditions of different players and the dynamic states of players during the game, enabling different players to obtain good game experiences and significantly reducing the discomfort experiences of players during the game.

[0031] Figure 1 This is a schematic diagram of an application scenario provided by this application. During the process of players playing a somatosensory interactive game through a rocking machine, applying the method provided by this application enables different players to obtain good game experiences and significantly reduces the discomfort experiences of players during the game.

[0032] Specifically, the method of the present application is applied to any server, which is respectively in communication with a physiological feature monitoring device, a wearable physiological monitoring device, and a rocking machine. The server obtains and analyzes the set of static feature parameters of the player provided by the physiological feature monitoring device, constructs a personalized player static model for reflecting the static physiological features of the player, and on this basis, combines the set of game action interaction parameters provided by the rocking machine and the set of dynamic feature parameters of the player provided by the wearable physiological monitoring device to determine the player state deviation information generated under the influence of the player's static physiological features and dynamic physiological features during the game process, thereby determining the personalized action interaction parameter set that needs to be adjusted by the rocking machine and realizing the dynamic fine-tuning of the interaction actions of the rocking machine. According to the obtained action adjustment result, the corresponding action adjustment report and player experience feedback report are provided to the equipment maintenance personnel, so that the interaction actions of the rocking machine can well adapt to the different static conditions of different players and the dynamic state of the player during the game process, enabling different players to obtain a good game experience and significantly reducing the discomfort experience of the player during the game process.

[0033] The specific implementation manner can refer to the following embodiments.

[0034] Figure 2 The following is a flowchart of a game action optimization method based on a rocking machine provided by an embodiment of the present application. The method of this embodiment can be applied to the server in the above scenario. As Figure 2 shown, the method includes: S201. Obtain a set of static feature parameters of the player, analyze the set of static feature parameters of the player, and construct a personalized player static model.

[0035] The set of static feature parameters of the player can be a set of physiological feature parameters in the static state of the player, such as the player's height, the player's weight, etc. The set of static feature parameters of the player can be obtained through a physiological feature monitoring device, such as a weighing scale, a height meter, etc. The personalized player static model can be a mathematical model established for the static state of the player to describe the inherent physiological features of the player.

[0036] Specifically, in the somatosensory interaction game based on the rocking machine, although some structures of the rocking machine are ergonomically designed for the player, only the same set of interaction action parameters is used for game action interaction. Due to the objective differences in the physiological features of different players, the game experience obtained by different players under the same set of action interaction execution standards varies greatly, and even causes some players to feel physical discomfort during the game process. Therefore, before the player plays the rocking machine somatosensory game, the set of static feature parameters of the player is analyzed by means of mathematical analysis to construct a personalized player static model for reflecting the basic static physiological features of the player, so as to clarify the static physiological feature differences between different players and provide a scientific data basis for the subsequent adjustment of the rocking machine interaction actions according to the player's features.

[0037] S202. Obtain the game action interaction parameter set and the player dynamic feature parameter set. Based on the personalized player static model and the game action interaction parameter set, analyze the player dynamic feature parameter set to determine the player state deviation information.

[0038] The game action interaction parameter set can be a parameter set corresponding to a series of interaction actions set by the current rocking machine somatosensory game, and the game action interaction parameter set can be provided by the rocking machine. The player dynamic feature parameter set can be a set of a series of physiological feature change parameters shown by the current player during the game process, such as real-time heart rate, muscle tightness, etc., and the player dynamic feature parameter set can be obtained through a wearable physiological monitoring device, such as a smart bracelet. The player state deviation information can be the deviation information existing between the current player state and the game interaction requirements.

[0039] Specifically, in addition to the player static physiological features mentioned in the foregoing analysis process, the dynamic physiological feature changes shown by the player during the game process are also an important basis for adjusting the rocking machine interaction actions. Different players will show different degrees of tension during the experience of different somatosensory games due to factors such as their own body coordination and game experience. For example, novice players are prone to muscle tightness during the game. At this time, if the action feedback is still carried out according to the established unified action interaction standard of the game, it is easy to cause discomfort to the player during the action feedback process. Therefore, based on the personalized player static model and the game action interaction parameter set, combined with the player dynamic feature parameter set reflecting the player's dynamic physiological performance during the game process, through data analysis means, quantify the player state deviation information existing between the current player and the game interaction requirements under the influence of their static physiological features and dynamic physiological features, so as to serve as the personalized data basis for the subsequent rocking machine interaction actions and improve the player's game experience.

[0040] S203. Determine the personalized action interaction parameter set according to the player state deviation information, and dynamically fine-tune the rocking machine interaction actions according to the personalized action interaction parameter set to determine the action adjustment result.

[0041] The rocking machine interaction action can be the specific action that the rocking machine needs to interact with the player in the current somatosensory game. The personalized action interaction parameter set can be a parameter set formulated for the current player to adaptively adjust the rocking machine interaction action parameters. The action adjustment result can be a series of action parameter change information recorded during the adjustment process of the rocking machine interaction action, and the action adjustment result can be obtained through a log recording device.

[0042] Specifically, based on the player state deviation information, the deviation information of the player in terms of center of gravity, rhythm, and posture is mapped to the adjustment process of the action amplitude, action frequency, and action damping of the rocking machine through mathematical analysis means, so as to obtain a personalized action interaction parameter set required for the rocking machine. According to the personalized action interaction parameter set, the control signals corresponding to the action parameters are transmitted to the action control module built in the rocking machine through a wireless or wired control module, realizing dynamic fine-tuning of the interaction actions of the rocking machine, making the interaction actions of the rocking machine highly match the player state, improving the player's gaming experience, and reducing the discomfort experience of the player during the game.

[0043] S204. Determine and output an action adjustment report and a player experience feedback report according to the action adjustment result.

[0044] The action adjustment report can be report information used to characterize the parameter changes during the action adjustment process of the rocking machine.

[0045] The player experience feedback report can be a player experience feedback report during the current rocking machine somatosensory game process.

[0046] Specifically, after the adjustment of the interaction actions of the rocking machine is realized, the changing parameters during the action adjustment process of the rocking machine are recorded and integrated through the log collection module built in the rocking machine to construct an action adjustment report. After the game ends, a player experience feedback report is collected through a visual interface, and the action adjustment report and the player experience feedback report are provided to the equipment maintenance personnel through a human-computer interaction device, such as a high-definition display screen, so that the equipment maintenance personnel can clarify the action adjustment process of the rocking machine and the corresponding player experience feedback, providing data reference for further improving the player's gaming experience.

[0047] Through this solution, the personalized player static model for reflecting the player's static physiological characteristics is constructed by analyzing the player static characteristic parameter set. On this basis, combined with the game action interaction parameter set and the player dynamic characteristic parameter set, the player state deviation information generated under the influence of the player's static physiological characteristics and dynamic physiological characteristics during the game process is determined, so as to determine the personalized action interaction parameter set required for the rocking machine, realize the dynamic fine-tuning of the interaction actions of the rocking machine, and provide the corresponding action adjustment report and player experience feedback report to the equipment maintenance personnel according to the obtained action adjustment result, so that the interaction actions of the rocking machine can well adapt to the different static conditions of different players and the player dynamic state during the game process, enabling different players to obtain a good gaming experience, and significantly reducing the discomfort experience of the player during the game.

[0048] In some embodiments, the player's three-dimensional profile is analyzed to extract the head ratio factor, torso ratio factor, hand ratio factor, and leg ratio factor; based on the player's height and weight, according to the head ratio factor, torso ratio factor, hand ratio factor, and leg ratio factor, the player part length distribution information set and the player part mass distribution information set are respectively determined; according to the player part length distribution information set and the player part mass distribution information set, the centroid positions and rotation radii corresponding to each part of the player are determined; based on the player part mass distribution information set, according to the centroid position and rotation radius, the player's center of gravity position and the player's inertia characteristic index are respectively determined; based on the player part length distribution information set and the player part mass distribution information set, according to the player's center of gravity position and the player's inertia characteristic index, a personalized player static model is constructed.

[0049] The player static feature parameter set includes the player's height, weight, and three-dimensional profile. The three-dimensional profile of the player can be the three-dimensional profile information used to characterize the overall body posture characteristics of the current player, and the three-dimensional profile of the player can be obtained through a laser scanning device. The head ratio factor can be a numerical factor used to characterize the proportion of the player's head in the player's overall body. The torso ratio factor can be a numerical factor used to characterize the proportion of the player's torso in the player's overall body. The hand ratio factor can be a numerical factor used to characterize the proportion of the player's hand in the player's overall body. The leg ratio factor can be a numerical factor used to characterize the proportion of the player's leg in the player's overall body. The player part length distribution information set can be an information set containing the length marks of each part of the player. The player part mass distribution information set can be an information set containing the mass marks of each part of the player. The centroid position can be the geometric center position of the mass distribution of each part of the player. The rotation radius can be the movable radius of each part of the player. The player's center of gravity position can be the geometric center of the player's overall body structure in a static state. The player's inertia characteristic index can be a quantitative index used to describe the ability of each part of the player to resist rotation.

[0050] Specifically, the player's basic physiological characteristics directly affect the player's interactive action performance during subsequent gameplay. Moreover, there are differences in the interactive actions responsible by different body parts of the player in the game. By performing entity extraction on the player's three-dimensional contour, entity recognition and extraction are carried out on the head, torso, hands, and legs in the player's three-dimensional contour. And through the ratio calculation between the head contour, torso contour, hand contour, and leg contour and the overall three-dimensional contour of the player, the head ratio factor, torso ratio factor, hand ratio factor, and leg ratio factor are determined. Furthermore, in combination with the player's height and weight, the length proportion and mass proportion of each part of the player are analyzed, and the player's part length distribution information set and player's part mass distribution information set are integrated. Then, each part of the player is regarded as an approximately cylindrical or cuboid with uniform mass, and the connection points of each part are regarded as finite activity points. According to the length information and mass information of each part, the centroid position and radius of rotation corresponding to each part are estimated. The centroid position and radius of rotation together determine the movement range of each part of the player. On this basis, through mathematical analysis means, the player's center of gravity position and player's inertia characteristic index are calculated respectively to describe the player's basic movement characteristics. And according to the player's part length distribution information set, player's part mass distribution information set, player's center of gravity position, and player's inertia characteristic index, a personalized player static model is constructed to comprehensively describe the movement characteristics of the player affected by static physiological characteristics.

[0051] Through this solution, based on the player's three-dimensional contour, a part-by-part analysis of the player's static physiological characteristics is carried out. Based on the player's height and weight, according to the head ratio factor, torso ratio factor, hand ratio factor, and leg ratio factor obtained from the analysis, the player's part length distribution information set and player's part mass distribution information set are respectively determined. On this basis, the centroid position and radius of rotation reflecting the movement range of each part of the player are analyzed, and further the player's center of gravity position and player's inertia characteristic index reflecting the basic movement characteristics of the player affected by static physiological characteristics are obtained, so as to construct a personalized player static model, enabling the personalized player static model to comprehensively describe the movement characteristics of the player affected by static physiological characteristics from the perspective of quantitative data, and improving the pertinence and adaptability of the subsequent action adjustment of the rocking machine.

[0052] In some embodiments, based on the player's part length distribution information set and player's part mass distribution information set, according to the player's center of gravity position and player's inertia characteristic index, a personalized player static model is constructed, specifically as the following formula (1): (1); Wherein, is the personalized player static model, is the player's part length distribution information set, is the player's part mass distribution information set, is the player's center of gravity position, is the mass of the th part of the player, is the centroid position of the th part of the player, is the inertial characteristic index of the player, is the th part of the player's radius of gyration.

[0053] Specifically, since the player's center of gravity position is the weighted average of the masses of all parts and their centroid positions, the in formula (1) is used to mathematically describe the player's center of gravity position, and the player's inertial characteristic index is used to describe the resistance of different parts of the player to rotation. The moment of inertia of the player as a whole is calculated through the in formula (1) as the player's inertial characteristic index. According to the player's part length distribution information set, player's part mass distribution information set, player's center of gravity position and player's inertial characteristic index, a corresponding set is constructed, and this set is used as the personalized player static model.

[0054] Through this solution, by using mathematical analysis means, based on the centroid position and radius of gyration of each part of the player, the player's center of gravity position and the player's inertial characteristic index are quantified, and combined with the player's part length distribution information set and player's part mass distribution information set, the constructed corresponding set is used as the personalized player static model, so that the personalized player static model accurately and scientifically reflects the player's static physiological characteristics and provides accurate data support for the subsequent mathematical analysis process.

[0055] In some embodiments, based on the personalized player static model, according to the real-time heart rate and real-time muscle tightness, the real-time center of gravity offset evaluation influence factor is determined, and based on the real-time player center of gravity position and the player center of gravity position, according to the real-time center of gravity offset evaluation influence factor, the center of gravity offset amount is determined; based on the personalized player static model, according to the real-time heart rate and real-time breathing rate, the real-time rhythm offset evaluation influence factor is determined, and based on the real-time player action frequency and real-time game action setting frequency, according to the real-time rhythm offset evaluation influence factor, the rhythm offset amount is determined; based on the personalized player static model, according to the real-time heart rate and real-time skin conductance level, the real-time posture offset evaluation influence factor is determined, and based on the real-time player action posture and real-time game set action posture, according to the real-time posture offset evaluation influence factor, the posture offset amount is determined; according to the center of gravity offset amount, rhythm offset amount and posture offset amount, the player state deviation information is constructed.

[0056] The game action interaction parameter set includes the real-time game action setting frequency and the real-time game set action posture. The player dynamic feature parameter set includes the real-time heart rate, real-time skin conductance level, real-time breathing frequency, real-time muscle tension, real-time player center of gravity position, real-time player action frequency, and real-time player action posture. The real-time game action setting frequency can be the action frequency set for the corresponding interaction action of the current swinging body motion sensing game. The real-time game set action posture can be the action posture vector information set for the corresponding interaction action of the current swinging body motion sensing game. The real-time heart rate can be the real-time heart rate of the player during the current game process. The real-time skin conductance level can be the skin conductance value of the player during the current game process. The real-time breathing frequency can be the real-time breathing frequency of the player during the current game process. The real-time muscle tension can be the real-time muscle tension degree of the player during the current game process. The real-time player center of gravity position can be the center of gravity position of the player during the current game process. The real-time player action frequency can be the action frequency made by the player during the current game process. The real-time player action posture can be the vector information corresponding to the action posture made by the player during the current game process. The real-time center of gravity offset evaluation influence factor can be a mathematical factor used to characterize the influence of the current player's dynamic physiological characteristics on the evaluation of their action center of gravity offset. The center of gravity offset amount can be a quantitative index used to describe the degree of the current player's action center of gravity offset. The real-time rhythm offset evaluation influence factor can be a mathematical factor characterizing the influence of the current player's dynamic physiological characteristics on the evaluation of their action rhythm offset. The rhythm offset amount can be a quantitative index used to describe the degree of the current player's action rhythm offset. The real-time posture offset evaluation influence factor can be a mathematical factor characterizing the influence of the current player's dynamic physiological characteristics on the evaluation of their action posture offset. The posture offset amount can be a quantitative index used to describe the degree of the current player's action posture offset.

[0057] Specifically, regarding the influence on the deviation degree between the player's actions and the interactive actions of the rocking machine, if analyzed solely from the perspective of the matching degree of the player's action postures, there is likely to be a problem of overly coarse deviation judgment results, which is not conducive to subsequent refined adjustment of the rocking machine's interactive actions. This solution comprehensively evaluates the deviation degree of the player's actions from three aspects: action center of gravity, action rhythm, and action posture. Among them, the center of gravity shift of the player is affected by their muscle tightness and heart rate. High muscle tightness and high heart rate will affect the player's balance control. Through mathematical analysis methods, based on the personalized player static model, according to the player's real-time muscle tightness and real-time heart rate, a real-time center of gravity shift evaluation influence factor reflecting the influence of the player's muscle tightness and heart rate on the center of gravity shift evaluation process is obtained, and combined with the difference between the real-time player center of gravity position and the player center of gravity position, the center of gravity shift amount is quantified; the player's action rhythm is affected by the heart rate and breathing frequency. High heart rate indicates that the player may be in a stress state, and high breathing frequency means that the player is overly tense or fatigued, affecting the player's action rhythm. Through mathematical analysis methods, based on the personalized player static model, according to the player's real-time heart rate and real-time breathing frequency, a real-time center of gravity shift evaluation influence factor reflecting the influence of the player's heart rate and breathing frequency on the rhythm shift evaluation process is obtained, and combined with the difference between the real-time player action frequency and the real-time game action set frequency, the rhythm shift amount is quantified; the player's action posture is affected by multiple factors such as muscle tightness, heart rate, and skin conductance level. The skin conductance level reflects the player's stress state. When the current player is in a high stress state, posture stiffness or action incoordination is likely to occur. Through mathematical analysis methods, based on the personalized player static model, according to the player's real-time heart rate, real-time breathing frequency, and real-time skin conductance level, a real-time posture shift evaluation influence factor reflecting the influence of the player's muscle tightness, heart rate, and skin conductance level on the posture shift evaluation process is obtained, and combined with the difference between the real-time player action posture and the real-time game set action posture, the posture shift amount is quantified. According to the center of gravity shift amount, rhythm shift amount, and posture shift amount, player state deviation information is constructed to comprehensively reflect the current player's action deviation state.

[0058] Through this solution, based on the personalized player static model, according to the game action interaction parameter set, the player's dynamic characteristic parameter set is analyzed, and the player's action deviation state is comprehensively analyzed from three aspects: center of gravity, rhythm, and posture. The center of gravity shift amount, rhythm shift amount, and posture shift amount are respectively obtained, and according to the center of gravity shift amount, rhythm shift amount, and posture shift amount, player state deviation information is constructed to comprehensively reflect the current player's action deviation state, improving the refinement degree and pertinence of the subsequent rocking machine interactive action adjustment based on the player state deviation information.

[0059] In some embodiments, based on the personalized player static model, according to the real-time heart rate and real-time muscle tightness, the real-time center of gravity offset evaluation influence factor is determined, and based on the real-time player center of gravity position and the player center of gravity position, according to the real-time center of gravity offset evaluation influence factor, the center of gravity offset amount is determined, specifically as the following formula (2): (2); Wherein, is the center of gravity offset amount, is the real-time player center of gravity position at the current time point under, is the player center of gravity position, is the real-time center of gravity offset evaluation influence factor, is the center of gravity regression coefficient, is the personalized player static model, is the preset adjustment amplitude coefficient, is the heart rate sensitivity coefficient, is the real-time heart rate, is the muscle sensitivity coefficient, is the player's part corresponding real-time muscle tightness.

[0060] The center of gravity regression coefficient can be a quantization coefficient used to characterize the comprehensive influence of the player's static physiological characteristics on the center of gravity offset evaluation process. The center of gravity regression coefficient can be obtained by fitting test data or historical data. The preset adjustment amplitude coefficient can be a quantization coefficient used to control the influence degree of the real-time center of gravity offset evaluation influence factor on the center of gravity evaluation. The preset adjustment amplitude coefficient can be set according to historical data. The heart rate sensitivity coefficient can be a quantization value used to characterize the influence degree of the heart rate on the center of gravity offset evaluation. The heart rate sensitivity coefficient can be obtained by fitting historical data. The muscle sensitivity coefficient can be a quantization value used to characterize the influence degree of the muscle tightness on the center of gravity offset evaluation. The muscle sensitivity coefficient can be obtained by fitting historical data.

[0061] Specifically, through in formula (2), the function is used to describe the smooth non-linear influence jointly caused by the heart rate and muscle tightness on the center of gravity offset evaluation, and then the real-time center of gravity offset evaluation influence factor is quantified to reflect the interference of the heart rate and muscle tightness on the center of gravity offset evaluation. Furthermore, through in formula (2), the Euclidean distance is used to reflect the difference between the player's real-time center of gravity and the center of gravity position in the static state, and the real-time center of gravity offset evaluation influence factor and the center of gravity regression coefficient are respectively introduced to characterize the dual influence of the player's static characteristics and dynamic characteristics on the center of gravity offset evaluation, and the center of gravity offset amount is quantified to reflect the current player's center of gravity offset situation.

[0062] Through this solution, by means of mathematical analysis, based on the personalized player static model, according to the real-time heart rate and real-time muscle tightness, the influencing factors of real-time center of gravity shift evaluation are quantified, and based on the real-time player center of gravity position and the player center of gravity position, according to the influencing factors of real-time center of gravity shift evaluation, the center of gravity shift amount is quantified, so that the obtained center of gravity shift amount can accurately reflect the center of gravity shift of the player under the influence of his static physiological characteristics and dynamic physiological characteristics, thereby improving the accuracy and adaptability of the subsequent interactive action adjustment of the rocking machine.

[0063] In some embodiments, based on the personalized player static model, according to the real-time heart rate and real-time breathing frequency, the influencing factors of real-time rhythm shift evaluation are determined, and based on the real-time player action frequency and the real-time game action setting frequency, according to the influencing factors of real-time rhythm shift evaluation, the rhythm shift amount is determined, specifically as the following formula (3): (3); Wherein, is the rhythm shift amount, is the real-time player action frequency, is the real-time game action setting frequency, is the influencing factor of real-time rhythm shift evaluation, is the rhythm regression coefficient, is the personalized player static model, is the breathing sensitivity coefficient, is the breathing shift sensitivity index, is the real-time breathing frequency, is the reference breathing frequency, is the heart rate influencing coefficient, is the real-time heart rate.

[0064] The rhythm regression coefficient can be a quantization coefficient used to characterize the comprehensive influence of the player's static physiological characteristics on the rhythm shift evaluation process, and the rhythm regression coefficient can be obtained by fitting test data or historical data.

[0065] The breathing sensitivity coefficient can be a quantization value used to characterize the influence degree of the breathing frequency on the rhythm shift evaluation, and the breathing sensitivity coefficient can be obtained by fitting historical data.

[0066] The breathing shift sensitivity index can be an index used to adjust the influence degree of the breathing frequency on the rhythm shift evaluation, and the breathing sensitivity coefficient can be obtained by fitting the error analysis data in the historical data.

[0067] The reference breathing frequency can be the human standard breathing frequency.

[0068] The heart rate influencing coefficient can be a quantization coefficient used to characterize the influence degree of the player's heart rate on the rhythm shift evaluation, and the heart rate influencing coefficient can be obtained by fitting experimental data or historical data.

[0069] Specifically, through describing the non-linear effect of respiratory rate on rhythm offset evaluation, through describing the moderating effect of the difference between the real-time respiratory rate of the player and the reference respiratory rate on rhythm offset evaluation, the greater the difference, the more significant the effect of respiratory rate on rhythm offset, and introducing describing the linear effect of heart rate on rhythm offset evaluation, through describing the absolute difference between the real-time player action frequency and the real-time game action setting frequency, and respectively introducing the real-time rhythm offset evaluation influence factor and the rhythm regression coefficient to characterize the dual effects of the player's static and dynamic characteristics on rhythm offset evaluation, and quantitatively obtaining the rhythm offset amount to reflect the current rhythm offset situation of the player.

[0070] Through this solution, by using mathematical analysis means, based on the personalized player static model, according to the real-time heart rate and real-time respiratory rate, the real-time rhythm offset evaluation influence factor is quantified, and based on the real-time player action frequency and real-time game action setting frequency, according to the real-time rhythm offset evaluation influence factor, the rhythm offset amount is quantified, so that the obtained rhythm offset amount can accurately reflect the rhythm offset situation of the player under the influence of his static and dynamic physiological characteristics, further improving the accuracy and adaptability of the subsequent interactive action adjustment of the rocking machine.

[0071] In some embodiments, based on the personalized player static model, according to the real-time heart rate and real-time skin conductance level, the real-time posture offset evaluation influence factor is determined, and based on the real-time player action posture and real-time game set action posture, according to the real-time posture offset evaluation influence factor, the posture offset amount is determined, specifically as the following formula (4): (4); Wherein, is the posture offset amount, is the real-time player action posture, is the real-time game set action posture, is the real-time posture offset evaluation influence factor, is the posture regression coefficient, is the personalized player static model, is the muscle posture influence coefficient, is the player's corresponding real-time muscle tightness of the part, is the skin conductance influence coefficient, is the real-time skin conductance level, is the heart rate sensitivity index, is the real-time heart rate.

[0072] The posture regression coefficient can be a quantization coefficient used to characterize the comprehensive influence of the player's static physiological characteristics on the posture deviation evaluation process, and the posture regression coefficient can be obtained by fitting test data or historical data.

[0073] The muscle posture influence coefficient can be a quantization value used to characterize the influence degree of muscle tightness on the posture deviation evaluation, and the muscle posture influence coefficient can be obtained by fitting historical data.

[0074] The skin conductance influence coefficient can be a quantization value used to characterize the influence degree of skin conductance level on the posture deviation evaluation, and the skin conductance influence coefficient can be obtained by fitting historical data.

[0075] The heart rate sensitivity index can be an index used to adjust the influence degree of heart rate on the posture deviation evaluation, and the heart rate sensitivity index can be obtained by fitting error analysis data in historical data.

[0076] Specifically, through in formula (4) to describe the linear influence of the maximum muscle tightness, which is representative of the muscle tightness of each part of the player, on the posture deviation evaluation, improving the data coverage. Through , the hyperbolic tangent function is used to adjust the influence of the skin conductance level on the posture deviation evaluation to limit the influence fluctuation range of the skin conductivity. When the real-time skin conductance level tends to 0, the influence of the skin conductance on the posture deviation rapidly decreases. When the real-time skin conductance level increases, the influence of the skin conductance on the posture deviation is significantly amplified. Through to describe the non-linear amplification influence effect of the increased heart rate on the posture deviation evaluation. Through , the Euclidean distance is used to characterize the difference between the real-time player's action posture and the real-time game-set action posture, and the real-time posture deviation evaluation influence factor and the posture regression coefficient are respectively introduced to characterize the dual influence of the player's static characteristics and dynamic characteristics on the posture deviation evaluation, and the posture deviation amount is quantified to reflect the current player's posture deviation situation.

[0077] Through this solution, by using mathematical analysis means, based on the personalized player static model, according to the real-time heart rate and real-time skin conductance level, the real-time posture deviation evaluation influence factor is quantified, and based on the real-time player's action posture and real-time game-set action posture, according to the real-time posture deviation evaluation influence factor, the posture deviation amount is quantified, so that the obtained posture deviation amount can accurately reflect the player's posture deviation situation under the influence of his static physiological characteristics and dynamic physiological characteristics, further improving the accuracy and adaptability of the subsequent interactive action adjustment of the rocking machine.

[0078] In some embodiments, the player state deviation information is analyzed. According to the numerical matching results of the center-of-gravity offset, rhythm offset, and posture offset with the offset tolerance intervals respectively, it is determined whether there is a need for action amplitude adjustment, action frequency adjustment, and action damping adjustment. If there is a need for action amplitude adjustment / action frequency adjustment / action damping adjustment, based on the need for action amplitude adjustment / action frequency adjustment / action damping adjustment, according to the center-of-gravity offset, rhythm offset, and posture offset, the real-time action amplitude adjustment amount, real-time action frequency adjustment amount, and real-time action damping adjustment amount are respectively determined. According to the real-time action amplitude adjustment amount, real-time action frequency adjustment amount, and real-time action damping adjustment amount, a personalized action interaction parameter set is constructed.

[0079] The offset tolerance interval can be a preset numerical interval for the allowable degree of deviation of the player in terms of the center of gravity, rhythm, and posture. The offset tolerance interval can be obtained through the analysis of experimental data.

[0080] The need for action amplitude adjustment can indicate that the action amplitude of the rocking machine needs to be adjusted currently.

[0081] The need for action frequency adjustment can indicate that the action frequency of the rocking machine needs to be adjusted currently.

[0082] The need for action damping adjustment can indicate that the action damping of the rocking machine needs to be adjusted currently.

[0083] The real-time action amplitude adjustment amount can be a numerical value for adjusting the current action amplitude of the rocking machine.

[0084] The real-time action frequency adjustment amount can be a numerical value for adjusting the current action frequency of the rocking machine.

[0085] The real-time action damping adjustment amount can be a numerical value for adjusting the current action damping of the rocking machine.

[0086] Specifically, the center-of-gravity offset, rhythm offset, and posture offset in the player state deviation information are respectively numerically matched with the corresponding offset tolerance intervals. If there is a situation where the offset exceeds the corresponding offset tolerance interval, it indicates that there is a corresponding action adjustment need currently. Through mathematical analysis means, according to the center-of-gravity offset, rhythm offset, and posture offset, the real-time action amplitude adjustment amount, real-time action frequency adjustment amount, and real-time action damping adjustment amount that need to be adjusted under the corresponding adjustment needs are respectively determined, so as to achieve targeted adjustment of the action amplitude, action frequency, and action damping of the rocking machine, and adaptively cope with the excessive center-of-gravity offset, rhythm offset, and posture offset generated during the player's game process, improve the player's game experience, and reduce the player's discomfort.

[0087] Through this solution, the player state deviation information is analyzed. According to the numerical matching results of the center-of-gravity offset, rhythm offset, and posture offset with the offset tolerance interval respectively, the corresponding action adjustment requirements are determined. And based on the center-of-gravity offset, rhythm offset, and posture offset, the real-time action amplitude adjustment amount, real-time action frequency adjustment amount, and real-time action damping adjustment amount corresponding to the action adjustment requirements are determined. In this way, a personalized action interaction parameter set is constructed to achieve targeted adjustment of the action amplitude, action frequency, and action damping of the rocking machine, so as to adaptively cope with the excessive center-of-gravity offset, rhythm offset, and posture offset situations generated during the player's game process, improve the player's gaming experience, and reduce the player's discomfort.

[0088] In some embodiments, based on the action amplitude adjustment requirement / action frequency adjustment requirement / action damping adjustment requirement, according to the center-of-gravity offset, rhythm offset, and posture offset, the real-time action amplitude adjustment amount, real-time action frequency adjustment amount, and real-time action damping adjustment amount are determined respectively, specifically as the following formula (5): (5); Wherein, is the real-time action amplitude adjustment amount, is the set amplitude of the game action, is the center-of-gravity amplitude conversion coefficient, is the center-of-gravity offset, is the real-time action frequency adjustment amount, is the set frequency of the game action, is the rhythm offset conversion coefficient, is the rhythm offset, is the real-time action damping adjustment amount, is the set damping of the game action, is the posture offset conversion coefficient, is the posture offset, is the center-of-gravity damping conversion coefficient.

[0089] The set amplitude of the game action can be the amplitude of the action preset for the current game interaction action.

[0090] The set frequency of the game action can be the frequency of the action preset for the current game interaction action.

[0091] The set damping of the game action can be the damping of the action preset for the current game interaction action.

[0092] The center-of-gravity amplitude conversion coefficient can be a coefficient used to describe the conversion relationship between the degree of center-of-gravity offset and the corresponding action amplitude adjustment amount, and the center-of-gravity amplitude conversion coefficient can be obtained by fitting experimental data.

[0093] The rhythm offset conversion coefficient can be a coefficient used to describe the conversion relationship between the degree of rhythm offset and the adjustment amount of the corresponding action frequency. The rhythm offset conversion coefficient can be obtained by fitting experimental data.

[0094] The posture offset conversion coefficient can be a coefficient used to describe the conversion relationship between the degree of posture offset and the adjustment amount of the corresponding action damping. The posture offset conversion coefficient can be obtained by fitting experimental data.

[0095] The center-of-gravity damping conversion coefficient can be a coefficient used to describe the effect of the degree of human body center-of-gravity offset on the cancellation of action damping. The center-of-gravity damping conversion coefficient can be obtained by fitting experimental data.

[0096] Specifically, through in formula (5), based on the set amplitude of the game action, the influence of the center-of-gravity offset amount on the adjustment of the game action amplitude is introduced, and the real-time action amplitude adjustment amount is quantified. At the same time, through , based on the set frequency of the game action, the influence of the rhythm offset amount on the adjustment of the game action amplitude is introduced, and the real-time action frequency adjustment amount is quantified. And through , based on the set damping of the game action, the influence of the posture offset on the adjustment of the game action damping and the cancellation effect of the center-of-gravity offset on the game action damping are respectively introduced, and the real-time action damping adjustment amount is quantified.

[0097] Through this solution, by using mathematical analysis means, based on the action amplitude adjustment requirement / action frequency adjustment requirement / action damping adjustment requirement, according to the center-of-gravity offset amount, rhythm offset amount and posture offset amount, the real-time action amplitude adjustment amount, real-time action frequency adjustment amount and real-time action damping adjustment amount are respectively quantified, so as to improve the accuracy and scientificity of the corresponding adjustment amounts and improve the optimization effect of the interactive game actions of the rocking machine.

[0098] Figure 3 FIG. Figure 3 shows a schematic structural diagram of a game action optimization system based on a rocking machine according to an embodiment of the present application. A game action optimization system 300 based on a rocking machine in this embodiment includes: a static analysis module 301, a dynamic analysis module 302, an action adjustment module 303 and an output module 304.

[0099] The static analysis module 301 is used to obtain the set of player static feature parameters, analyze the set of player static feature parameters, and construct a personalized player static model; the dynamic analysis module 302 is used to obtain the set of game action interaction parameters and the set of player dynamic feature parameters, analyze the set of player dynamic feature parameters based on the personalized player static model and the set of game action interaction parameters, and determine the player state deviation information; the action adjustment module 303 is used to determine the set of personalized action interaction parameters according to the player state deviation information, and dynamically fine-tune the interaction actions of the rocking machine according to the set of personalized action interaction parameters to determine the action adjustment result; the output module 304 is used to determine and output the action adjustment report and the player experience feedback report according to the action adjustment result.

[0100] Optionally, the static analysis module 301 is specifically used for: analyzing the player's three-dimensional contour, extracting the head ratio factor, torso ratio factor, hand ratio factor, and leg ratio factor; based on the player's height and weight, respectively determining the set of player part length distribution information and the set of player part mass distribution information according to the head ratio factor, torso ratio factor, hand ratio factor, and leg ratio factor; according to the set of player part length distribution information and the set of player part mass distribution information, determining the centroid position and radius of rotation corresponding to each part of the player; based on the set of player part mass distribution information, respectively determining the player's center of gravity position and the player's inertia characteristic index according to the centroid position and radius of rotation; based on the set of player part length distribution information and the set of player part mass distribution information, constructing a personalized player static model according to the player's center of gravity position and the player's inertia characteristic index.

[0101] Optionally, when the static analysis module 301 constructs a personalized player static model based on the set of player part length distribution information and the set of player part mass distribution information according to the player's center of gravity position and the player's inertia characteristic index, it is specifically the following formula: ; where is the personalized player static model, is the set of player part length distribution information, is the set of player part mass distribution information, is the player's center of gravity position, is the th mass of the player's part, is the th centroid position of the player's part, is the player's inertia characteristic index, is the th radius of rotation of the player's part.

[0102] Optionally, the dynamic analysis module 302 is specifically configured to: based on the personalized player static model, determine the real-time center of gravity offset evaluation influence factor according to the real-time heart rate and real-time muscle tightness, and determine the center of gravity offset amount based on the real-time player center of gravity position and the player center of gravity position according to the real-time center of gravity offset evaluation influence factor; based on the personalized player static model, determine the real-time rhythm offset evaluation influence factor according to the real-time heart rate and real-time breathing rate, and determine the rhythm offset amount based on the real-time player action frequency and the real-time game action setting frequency according to the real-time rhythm offset evaluation influence factor; based on the personalized player static model, determine the real-time posture offset evaluation influence factor according to the real-time heart rate and real-time skin conductance level, and determine the posture offset amount based on the real-time player action posture and the real-time game set action posture according to the real-time posture offset evaluation influence factor; construct the player state deviation information according to the center of gravity offset amount, rhythm offset amount and posture offset amount.

[0103] Optionally, when the dynamic analysis module 302 determines the real-time center of gravity offset evaluation influence factor based on the personalized player static model according to the real-time heart rate and real-time muscle tightness, and determines the center of gravity offset amount based on the real-time player center of gravity position and the player center of gravity position according to the real-time center of gravity offset evaluation influence factor, it is specifically the following formula: ; where is the center of gravity offset amount, is the real-time player center of gravity position at the current time point under, is the player center of gravity position, is the real-time center of gravity offset evaluation influence factor, is the center of gravity regression coefficient, is the personalized player static model, is the preset adjustment amplitude coefficient, is the heart rate sensitivity coefficient, is the real-time heart rate, is the muscle sensitivity coefficient, is the player's corresponding real-time muscle tightness of the part.

[0104] Optionally, when the dynamic analysis module 302 determines the real-time rhythm offset evaluation influence factor based on the personalized player static model according to the real-time heart rate and real-time breathing rate, and determines the rhythm offset amount based on the real-time player action frequency and the real-time game action setting frequency according to the real-time rhythm offset evaluation influence factor, it is specifically the following formula: ; where is the rhythm offset amount, is the real-time player action frequency, is the real-time game action setting frequency, is the real-time rhythm offset evaluation influence factor, is the rhythm regression coefficient, is the personalized player static model, is the breathing sensitivity coefficient, is the breathing offset sensitivity index, is the real-time breathing frequency, is the reference breathing frequency, is the heart rate impact coefficient, is the real-time heart rate.

[0105] Optionally, the dynamic analysis module 302 determines the real-time posture offset evaluation impact factor based on the personalized player static model, according to the real-time heart rate and the real-time skin conductance level, and determines the posture offset amount based on the real-time player action posture and the real-time game-set action posture, according to the real-time posture offset evaluation impact factor. Specifically, the formula is as follows: ; where is the posture offset amount, is the real-time player action posture, is the real-time game-set action posture, is the real-time posture offset evaluation impact factor, is the posture regression coefficient, is the personalized player static model, is the muscle posture impact coefficient, is the player's th part corresponding real-time muscle tightness, is the skin conductance impact coefficient, is the real-time skin conductance level, is the heart rate sensitivity index, is the real-time heart rate.

[0106] Optionally, the action adjustment module 303 is specifically used for: analyzing the player state deviation information, judging whether there is a need for action amplitude adjustment, action frequency adjustment, and action damping adjustment according to the numerical matching results of the center of gravity offset amount, rhythm offset amount, and posture offset amount with the offset tolerance interval; if there is a need for action amplitude adjustment / action frequency adjustment / action damping adjustment, determining the real-time action amplitude adjustment amount, real-time action frequency adjustment amount, and real-time action damping adjustment amount respectively based on the action amplitude adjustment need / action frequency adjustment need / action damping adjustment need, according to the center of gravity offset amount, rhythm offset amount, and posture offset amount; constructing a personalized action interaction parameter set according to the real-time action amplitude adjustment amount, real-time action frequency adjustment amount, and real-time action damping adjustment amount.

[0107] Optionally, when the action adjustment module 303 determines the real-time action amplitude adjustment amount, real-time action frequency adjustment amount, and real-time action damping adjustment amount based on the action amplitude adjustment requirement / action frequency adjustment requirement / action damping adjustment requirement according to the center of gravity offset, rhythm offset, and posture offset, the specific formulas are as follows: ; where is the real-time action amplitude adjustment amount, is the set amplitude of the game action, is the center of gravity amplitude conversion coefficient, is the center of gravity offset, is the real-time action frequency adjustment amount, is the set frequency of the game action, is the rhythm offset conversion coefficient, is the rhythm offset, is the real-time action damping adjustment amount, is the set damping of the game action, is the posture offset conversion coefficient, is the posture offset, is the center of gravity damping conversion coefficient.

[0108] The system of this embodiment can be used to execute the method of any of the above embodiments. The implementation principles and technical effects are similar and will not be elaborated here.

Claims

1. A game action optimization method based on a swing machine, characterized in that: include: Obtaining a player's static feature parameter set, analyzing the player's static feature parameter set, and building a personalized player static model; Acquire a game action interaction parameter set and a player dynamic feature parameter set, analyze the player dynamic feature parameter set based on the personalized player static model and the game action interaction parameter set, and determine the player state deviation information; Determine a personalized action interaction parameter set according to the player state deviation information, and dynamically fine-tune the interactive action of the swing machine according to the personalized action interaction parameter set to determine the action adjustment result; According to the action adjustment results, an action adjustment report and a player experience feedback report are determined and output.

2. The method according to claim 1, characterized in that: The player static feature parameter set includes the player's height, the player's weight and the player's three-dimensional outline. The analyzing the player static feature parameter set to construct a personalized player static model includes: Analyze the three-dimensional outline of the player and extract the head scale factor, the torso scale factor, the hand scale factor and the leg scale factor; Based on the height of the player and the weight of the player, and according to the head scale factor, the torso scale factor, the hand scale factor, and the leg scale factor, respectively determine a player part length distribution information set and a player part mass distribution information set; Determine the center of mass position and rotation radius corresponding to each part of the player according to the player part length distribution information set and the player part mass distribution information set; Based on the player's part mass distribution information set, according to the center of mass position and the rotation radius, respectively determine the player's center of gravity position and the player's inertia characteristic index; Based on the player part length distribution information set and the player part mass distribution information set, the personalized player static model is constructed according to the player's center of gravity position and the player's inertia characteristic index.

3. The method according to claim 2, characterized in that The personalized player static model is constructed based on the player part length distribution information set and the player part mass distribution information set according to the player's center of gravity position and the player's inertia characteristic index, specifically the following formula: ; in, is the personalized player static model, is the player's part length distribution information set, is the player part mass distribution information set, is the center of gravity position of the player, For players The quality of each part, For players The centroid position of each part, is the player's inertia characteristic index, For players The rotation radius of each part.

4. The method according to claim 3, characterized in that The game action interaction parameter set includes a real-time game action setting frequency and a real-time game action setting posture, the player dynamic feature parameter set includes a real-time heart rate, a real-time skin conductance level, a real-time breathing frequency, a real-time muscle tension, a real-time player center of gravity position, a real-time player action frequency and a real-time player action posture, and the player dynamic feature parameter set is analyzed based on the personalized player static model and the game action interaction parameter set to determine the player state deviation information, including: Based on the personalized player static model, determine a real-time center of gravity shift evaluation influence factor according to the real-time heart rate and the real-time muscle tension, and based on the real-time player center of gravity position and the player center of gravity position, determine a center of gravity shift amount according to the real-time center of gravity shift evaluation influence factor; Based on the personalized player static model, according to the real-time heart rate and the real-time breathing frequency, determine the real-time rhythm deviation evaluation influence factor, and based on the real-time player action frequency and the real-time game action setting frequency, determine the rhythm deviation amount according to the real-time rhythm deviation evaluation influence factor; Based on the personalized player static model, a real-time posture deviation evaluation influence factor is determined according to the real-time heart rate and the real-time skin conductance level, and based on the real-time player action posture and the real-time game setting action posture, a posture deviation amount is determined according to the real-time posture deviation evaluation influence factor; The player state deviation information is constructed according to the center of gravity offset, the rhythm offset and the posture offset.

5. The method according to claim 4, characterized in that Based on the personalized player static model, according to the real-time heart rate and the real-time muscle tension, the real-time center of gravity offset evaluation influence factor is determined, and based on the real-time player center of gravity position and the player center of gravity position, according to the real-time center of gravity offset evaluation influence factor, the center of gravity offset is determined, specifically, the following formula: ; in, is the center of gravity offset, For the current time point The real-time player center of gravity position below, is the center of gravity position of the player, for the real-time center of gravity offset evaluation influencing factor, is the centroid regression coefficient, is the personalized player static model, is the preset adjustment amplitude coefficient, is the heart rate sensitivity coefficient, is the real-time heart rate, is the muscle sensitivity coefficient, For players Real-time muscle tension corresponding to the part.

6. The method according to claim 4, characterized in that The method of determining a real-time rhythm deviation evaluation influencing factor based on the personalized player static model according to the real-time heart rate and the real-time breathing frequency, and determining a rhythm deviation amount based on the real-time player action frequency and the real-time game action setting frequency according to the real-time rhythm deviation evaluation influencing factor is specifically the following formula: ; in, is the rhythm offset, is the real-time player action frequency, setting a frequency for said real-time game action, evaluating an impact factor for said real-time tempo deviation, is the rhythm regression coefficient, is the personalized player static model, is the respiratory sensitivity coefficient, is the respiratory excursion sensitivity index, is the real-time respiratory rate, is the baseline respiratory rate, is the heart rate influence coefficient, is the real-time heart rate.

7. The method according to claim 4, characterized in that The method of determining a real-time posture deviation evaluation influencing factor based on the personalized player static model according to the real-time heart rate and the real-time skin conductance level, and determining a posture deviation amount according to the real-time posture deviation evaluation influencing factor based on the real-time player action posture and the real-time game setting action posture is specifically the following formula: ; in, is the attitude offset, is the real-time player action posture, setting an action pose for said real-time game, evaluating an impact factor for the real-time attitude deviation, is the attitude regression coefficient, is the personalized player static model, is the muscle posture influence coefficient, For players The real-time muscle tension corresponding to the part, is the skin conductance influence coefficient, For the real-time skin conductance level, is the heart rate sensitivity index, is the real-time heart rate.

8. The method according to claim 7, characterized in that The step of determining a personalized action interaction parameter set according to the player state deviation information includes: Analyze the player state deviation information, and determine whether there is a need for adjusting the movement amplitude, the movement frequency, and the movement damping according to the numerical matching results of the center of gravity offset, the rhythm offset, and the posture offset with the offset tolerance interval respectively; If there is the motion amplitude adjustment requirement / the motion frequency adjustment requirement / the motion damping adjustment requirement, based on the motion amplitude adjustment requirement / the motion frequency adjustment requirement / the motion damping adjustment requirement, according to the center of gravity offset, the rhythm offset and the posture offset, respectively determine the real-time motion amplitude adjustment amount, the real-time motion frequency adjustment amount and the real-time motion damping adjustment amount; The personalized motion interaction parameter set is constructed according to the real-time motion amplitude adjustment amount, the real-time motion frequency adjustment amount and the real-time motion damping adjustment amount.

9. The method according to claim 8, characterized in that Based on the motion amplitude adjustment requirement / the motion frequency adjustment requirement / the motion damping adjustment requirement, according to the center of gravity offset, the rhythm offset and the posture offset, the real-time motion amplitude adjustment amount, the real-time motion frequency adjustment amount and the real-time motion damping adjustment amount are respectively determined, specifically as follows: ; in, is the real-time action amplitude adjustment amount, Set the amplitude for the game action, is the center of gravity amplitude conversion coefficient, is the center of gravity offset, is the real-time action frequency adjustment amount, Set the frequency for game actions, is the rhythm shift conversion factor, is the rhythm offset, is the real-time action damping adjustment amount, Set damping for game actions, is the attitude offset conversion coefficient, is the attitude offset, is the center of gravity damping conversion coefficient.

10. A game action optimization system based on a swing machine, characterized in that: include: A static analysis module, used to obtain a player's static feature parameter set, analyze the player's static feature parameter set, and build a personalized player static model; A dynamic analysis module, used for acquiring a game action interaction parameter set and a player dynamic feature parameter set, analyzing the player dynamic feature parameter set based on the personalized player static model and the game action interaction parameter set, and determining player state deviation information; An action adjustment module, used to determine a personalized action interaction parameter set according to the player state deviation information, and dynamically fine-tune the interactive action of the swing machine according to the personalized action interaction parameter set to determine the action adjustment result; The output module is used to determine and output an action adjustment report and a player experience feedback report according to the action adjustment result.

Citation Information

Cited By

  • Play control method, device and equipment of 5D dynamic cinema and storage medium

    CN122172531A