Game display picture dynamic switching method and system based on user feedback

By combining the user's voice interaction information and dynamic gestures in the virtual interaction scenario, combining the game display interface and the user's previous game records, multiple sub-switching items are formed and the dynamic switching mechanism is determined, which solves the problem that the game display interface cannot be switched dynamically in the prior art, and a more accurate and personalized gaming experience is achieved.

CN120227640AActive Publication Date: 2025-07-01BEIJING CHUANDU HAPPY TECHNOLOGY CO LTD

Patent Information

Application Number
CN202510382075.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-28
Publication Date
2025-07-01
Estimated Expiration
2045-03-28

AI Technical Summary

Technical Problem

The prior art cannot realize dynamic switching of the game display interface under user feedback information, resulting in poor gaming experience.

Method used

By determining feedback information based on the user's voice interaction information and dynamic gestures in a virtual interaction scenario, combining the game display interface and the user's previous game records, multiple sub-switching items are formed, and the dynamic switching mechanism is determined based on these items, and the switched game display interface is finally determined.

Benefits of technology

It realizes accurate dynamic switching of the game display interface, improves the user experience, and meets the user's diverse feedback and overall considerations of game content.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a dynamic switching method and system for game display pictures based on user feedback, and relates to the technical field of game display pictures. A plurality of sub-switching items are formed according to division of switching information; and the dynamic switching mechanism is determined according to the plurality of sub-switching items, the game content displayed by the game display interface and the virtual scene of the game, so that the accuracy of the dynamic switching mechanism is ensured. At the moment, under the dynamic switching mechanism, a final virtual scene is determined based on a plurality of virtual scenes of the game, preference characteristics of the user for the game and gesture signals of the user; according to the final virtual scene, the game content displayed by the game display interface and the virtual form of the user, the switched game display interface is determined so that the switched game display interface can be output, and dynamic switching of the game display interface under the feedback information of the user is achieved.
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Description

Technical Field

[0001] The present invention relates to the technical field of game display screens, and particularly to a dynamic switching method and system for game display screens based on user feedback. Background Art

[0002] With the development of technology, games are gradually applied to people's lives and can provide immersive entertainment in virtual scenarios. The game display screen is presented in a head-mounted display and can be virtually presented when the user wears the head-mounted display. In the prior art, the game display screen presents the content of the game. When the user is entertained, the corresponding game display screen is switched. At this time, the switching of the game display screen is targeted based on the user's single gesture, introducing a single switching mechanism and unable to achieve the dynamic switching of the game display interface based on the user's feedback information. Summary of the Invention

[0003] The purpose of the present invention is to overcome the deficiencies of the prior art. The present invention provides a dynamic switching method and system for game display screens based on user feedback.

[0004] An embodiment of the present invention provides a dynamic switching method for game display screens based on user feedback, including: In a virtual interaction scenario, determining the user's feedback information based on the user's voice interaction information with the head-mounted display and the user's dynamic gestures; Determining switching information based on the user's feedback information, the game display interface, and the user's previous game records; Forming a plurality of sub-switching items according to the division of the switching information, and determining a dynamic switching mechanism according to the plurality of sub-switching items, the game content displayed on the game display interface, and the virtual scenario of the game; Under this dynamic switching mechanism, determining the final virtual scenario based on the multiple virtual scenarios of the game, the user's preference characteristics for the game, and the user's gesture signals; Determining the switched game display interface according to the final virtual scenario, the game content displayed on the game display interface, and the user's virtual form.

[0005] An embodiment of the present invention provides a dynamic switching system for game display screens based on user feedback. The dynamic switching system for game display screens based on user feedback is applied to the above-mentioned dynamic switching method for game display screens based on user feedback. The dynamic switching system for game display screens based on user feedback includes: A feedback information module for determining the user's feedback information based on the user's voice interaction information with the head-mounted display and the user's dynamic gestures in a virtual interaction scenario; A switching information module, configured to determine switching information based on the user's feedback information, the game display interface, and the user's previous game records; A dynamic switching mechanism module, configured to form multiple sub-switching items according to the division of the switching information, and determine a dynamic switching mechanism based on the multiple sub-switching items, the game content displayed on the game display interface, and the virtual scene of the game; A virtual scene module, configured to determine the final virtual scene based on multiple virtual scenes of the game, the user's preference characteristics for the game, and the user's gesture signals under this dynamic switching mechanism; A game display module, configured to determine the switched game display interface according to the final virtual scene, the game content displayed on the game display interface, and the user's virtual form.

[0006] Compared with the prior art, the beneficial effects of the present invention are: In the embodiment of the present invention, through the method in the embodiment of the present invention, in a virtual interaction scenario, the user's feedback information is determined based on the user's voice interaction information with the head-mounted display and the user's dynamic gestures; the switching information is determined based on the user's feedback information, the game display interface, and the user's previous game records; multiple sub-switching items are formed according to the division of the switching information, and a dynamic switching mechanism is determined based on the multiple sub-switching items, the game content displayed on the game display interface, and the virtual scene of the game, taking into account the overall consideration of the multiple sub-switching items, the game content displayed on the game display interface, and the virtual scene of the game, and ensuring the accuracy of the dynamic switching mechanism.

[0007] At this time, under this dynamic switching mechanism, the final virtual scene is determined based on multiple virtual scenes of the game, the user's preference characteristics for the game, and the user's gesture signals; the switched game display interface is determined according to the final virtual scene, the game content displayed on the game display interface, and the user's virtual form, so as to output the switched game display interface and realize the dynamic switching of the game display interface under the user's feedback information. BRIEF DESCRIPTION OF THE DRAWINGS

[0008] Figure 1 is a schematic flowchart of a method for dynamically switching a game display screen based on user feedback in an embodiment of the present invention; Figure 2 is a schematic flowchart of step S11 in a method for dynamically switching a game display screen based on user feedback in an embodiment of the present invention; Figure 3 is a schematic flowchart of step S12 in a method for dynamically switching a game display screen based on user feedback in an embodiment of the present invention; Figure 4It is a schematic flowchart of step S13 in the method for dynamically switching game display screens based on user feedback in an embodiment of the present invention; Figure 5 It is a schematic flowchart of step S14 in the method for dynamically switching game display screens based on user feedback in an embodiment of the present invention; Figure 6 It is a schematic flowchart of step S15 in the method for dynamically switching game display screens based on user feedback in an embodiment of the present invention; Figure 7 It is a schematic diagram of the structural composition of the system for dynamically switching game display screens based on user feedback in an embodiment of the present invention. Detailed implementation manners

[0009] Next, the technical solutions in the embodiments of the present invention will be clearly and completely described in conjunction with the accompanying drawings in the embodiments of the present invention.

[0010] Please refer to Figures 1 to 7 , a method for dynamically switching game display screens based on user feedback, which is applied to the scenario of dynamically switching game display screens based on user feedback; the method for dynamically switching game display screens based on user feedback includes: Step S11: In a virtual interaction scenario, determine the user's feedback information based on the user's voice interaction information with the head-mounted display and the user's dynamic gestures; Step S12: Determine the switching information based on the user's feedback information, the game display interface, and the user's previous game records; Step S13: Form multiple sub-switching items according to the division of the switching information, and determine the dynamic switching mechanism based on the multiple sub-switching items, the game content displayed on the game display interface, and the virtual scene of the game; Step S14: Under this dynamic switching mechanism, determine the final virtual scene based on multiple virtual scenes of the game, the user's preference characteristics for the game, and the user's gesture signals; Step S15: Determine the switched game display interface according to the final virtual scene, the game content displayed on the game display interface, and the user's virtual form; Refer to Figure 2 , in step S11, in a virtual interaction scenario, determine the user's feedback information based on the user's voice interaction information with the head-mounted display and the user's dynamic gestures; In the specific implementation process of the present invention, the specific steps are as follows: S111: The user wears the head-mounted display and enters the virtual interaction scenario; S112: In a virtual interaction scenario, determine the action image of the user based on the collaborative shooting of the head-mounted display and the external camera, and determine the dynamic gesture of the user according to the hand position of the action image, the hand contour of the action image, and the user's previous gesture records; S113: Determine the voice interaction information of the user with respect to the head-mounted display based on the dynamic interaction between the user and the head-mounted display, and determine the feedback information of the user based on the matching of the voice interaction information of the user with respect to the head-mounted display, the dynamic gesture of the user, and time.

[0011] In an embodiment of the present application, the user wears a head-mounted display and enters a virtual interaction scenario; in the virtual interaction scenario, determine the action image of the user based on the collaborative shooting of the head-mounted display and the external camera, and determine the dynamic gesture of the user according to the hand position of the action image, the hand contour of the action image, and the user's previous gesture records, ensuring the accuracy of the user's dynamic gesture.

[0012] At this time, the user wears a head-mounted display, and the user starts the corresponding game or application software through the head-mounted display, which involves pressing a certain button on the helmet or selecting through a gamepad; after the software is started, the user will see a loading screen, and at this time the system is loading the resources required for the virtual interaction scenario (such as 3D models, textures, sound effects); once the scenario is loaded, the user will find themselves in a virtual environment, which is the world of the game, a virtual meeting room, an art exhibition space, depending on the application being run.

[0013] In a virtual interaction scenario, associate the head-mounted display and the external camera, and perform collaborative shooting on the head-mounted display and the external camera. Before starting the shooting, the system needs to ensure that the built-in camera on the head-mounted display and the external camera (installed at different positions in the room) have been calibrated to ensure that the captured images are spatially consistent.

[0014] The system triggers the head-mounted display and the external camera to start capturing the actions of the user simultaneously, which is achieved through software instructions, hardware signals, or user actions (such as pressing a certain button); the camera on the head-mounted display provides a first-person perspective, while the external camera provides a third-person perspective or monitoring of a specific area, and the combination of these two perspectives provides more comprehensive user action information.

[0015] From the original images captured by the head-mounted display and the external camera, the system first performs image preprocessing, such as denoising and enhancing contrast, to improve the accuracy of subsequent processing. At the same time, using computer vision techniques (such as deep learning models), the system detects the hand region in the preprocessed images, which involves identifying the boundary between the hand and the background and determining the precise position of the hand. Once the hand is detected, the system further extracts the contour information of the hand, which helps to identify the shape, size, and orientation of the hand.

[0016] Specifically, when playing a VR painting game, Jack wears a VR headset and starts "drawing" in the air. At this time, the camera on the VR headset captures the movement of her head and the direction of her eye gaze, while the external camera in the corner of the room captures the movements of her entire body, especially the movement trajectory of her hand. The system ensures that the images captured by these two cameras are synchronized.

[0017] When Jack "draws" in the air, the system accurately identifies the position and contour of her hand through image processing techniques. Even when she moves quickly or changes her gestures, the system can quickly update the hand information to ensure that the captured gestures are accurate and real-time.

[0018] Furthermore, the system maintains a gesture database that stores the gesture records performed by the user in the past. These records include the shape, speed, and direction features of the gestures. Matching the currently captured hand position and contour information with the records in the gesture database involves calculating similarity scores or applying machine learning models to predict the most matching gesture. Based on the results of feature matching, the system identifies the user's current gesture and associates it with preset gesture commands (such as select, move, scale).

[0019] Specifically, in the VR painting game, Jack makes a "pinch" gesture to shrink the image on the canvas. The system successfully identifies this gesture by comparing the current gesture with the records in the gesture database and interprets it as a shrink command. As a result, the image on the canvas immediately responds to this command and reduces the display scale.

[0020] Therefore, based on the dynamic interaction between the user and the head-mounted display, the voice interaction information of the user with respect to the head-mounted display is determined, and based on the matching of the voice interaction information of the user with respect to the head-mounted display, the user's dynamic gestures, and time, the user's feedback information is determined, achieving the matching of the voice interaction information of the user with respect to the head-mounted display, the user's dynamic gestures, and time, and accurately controlling the user's feedback information.

[0021] At this time, the microphone array built into the head-mounted display captures the user's voice commands or comments, and these voice signals are converted into digital audio data for subsequent processing. Using automatic speech recognition (ASR) technology, the system converts the digital audio data into text or semantic understanding results, which involves audio preprocessing (such as noise reduction, speech enhancement), feature extraction (such as Mel-frequency cepstral coefficients MFCC), acoustic model matching, and decoding steps.

[0022] The system combines the current virtual interaction scenario and the user's game state to understand the specific meaning of the voice command. For example, if the user is in the weapon selection interface in the game, then the voice command "Select this gun" will be recognized as an operation to select a specific weapon.

[0023] As mentioned above (in step S112), the system works in cooperation with the head-mounted display and the external camera to capture and recognize the user's dynamic gestures. The system assigns timestamps to the voice commands and gesture actions to ensure their time synchronization, which helps to associate specific voice commands with corresponding gesture actions. The system compares the timestamps of the voice commands and gesture actions, as well as their expressed meanings. If both are close in time and semantically supportive (such as saying "zoom in" while making a zoom-in gesture), the system considers this to be a valid user feedback.

[0024] Furthermore, based on the voice commands, gesture actions, and their matching relationships, the system comprehensively judges the user's true intention or feedback, which requires considering various factors such as the user's past behavior patterns, the current game state, and the context of the virtual interaction scenario. Once the user's feedback is determined, the system will perform corresponding operations, which involves changing the game interface, triggering game events, and adjusting game settings.

[0025] Specifically, when playing a VR shooting game, Jack wears a VR headset and is in the weapon selection interface. He says to the microphone, "Select this sniper rifle." The system accurately captures this sentence through speech recognition technology and converts it into a text command. Combining the current game interface, the system understands Jack's intention to select the sniper rifle.

[0026] After the weapon selection interface, Jack not only says "Select this sniper rifle" but also makes a gesture pointing to the sniper rifle icon at the same time. The system confirms this as a valid selection operation by comparing the timestamps and semantic content of the voice command and the gesture action. As a result, the sniper rifle icon on the game interface is highlighted and ready to be selected.

[0027] After confirming Jack's intention to select, the game system executed the operation of selecting a sniper rifle; Jack saw that the sniper rifle icon on the game interface was selected, and a model of a sniper rifle appeared in the hands of his virtual character; he nodded satisfactorily and was ready to start his shooting mission.

[0028] In an embodiment of the present application, a matching table is preset to define voice commands, gesture actions, and the matching relationships between them. This matching table is a two-dimensional array or a hash table, which contains all predefined combinations of voice commands and gesture actions, as well as their corresponding user feedback; an example of the user feedback matching table is as follows:

[0029] When the system captures the user's voice command and gesture action, it will search the user feedback matching table to determine the corresponding user feedback; if a matching item is found, the system will perform the corresponding operation; for example: the user says, "Select this" while making a gesture pointing to an item in the game; the system searches the matching table and finds that the corresponding user feedback is "Select the pointed object", so it performs the selection operation.

[0030] Refer to Figure 3 , in step S12, the switching information is determined based on the user's feedback information, the game display interface, and the user's previous game records; In the specific implementation process of the present invention, the specific steps are as follows: S121: Monitor the head-mounted display in real time and collect the corresponding game display interface; S122: Determine the user's previous game records in the game database based on the user's game account, and associate the user's feedback information, the game display interface, and the user's previous game records; S123: Form multiple switching combinations according to the user's feedback information, the game display interface, and the user's previous game records, and determine the switching information according to the multiple switching combinations, the name of the game, and the information matching table. This switching information covers multiple switching signals presented by the user within a preset time period; In an embodiment of the present application, the head-mounted display is monitored in real time, the corresponding game display interface is collected, the game display interface is introduced, and subsequent control is performed on the game display interface.

[0031] At this time, before starting the monitoring, the system needs to ensure that the head-mounted display is correctly connected and relevant parameters are configured, such as resolution and refresh rate; the system also needs to configure the data acquisition module to ensure that the game display interface output by the head-mounted display can be captured in real time.

[0032] The system captures the game display interface in real time through the built-in camera of the head-mounted display or screen capture software; the captured data is static image frames, video streams or compressed data packets, depending on the system's processing power and storage requirements; the captured data is time-stamped for subsequent time synchronization and event correlation analysis.

[0033] Specifically, suppose a player is using a high-end VR headset to play a shooting game; before the game starts, the system will first ensure that the VR headset is correctly connected to the computer, and the resolution and refresh rate are set to the optimal state; at the same time, the data acquisition module has also been configured and is ready to capture the game screen in real time.

[0034] In the shooting game, the player is fighting in a virtual city environment; the system captures the game screen in real time through the built-in camera of the VR headset, including the character controlled by the player, surrounding enemies, buildings and explosion effects. These images are transmitted to the data acquisition module in real time and saved in the form of video stream.

[0035] Furthermore, the game database determines the user's previous game records based on the user's game account, and associates the user's feedback information, game display interface and the user's previous game records, thereby realizing subsequent management and control of the user's feedback information, game display interface and the user's previous game records.

[0036] At this point, the system first receives the game account information entered by the user, which includes user name, password, token or other authentication methods; the system verifies whether the account information provided by the user is correct by comparing it with the database of the game server; if the verification is successful, the system will obtain the user information associated with the account, including the user's unique identifier (UID), nickname, level, and achievements.

[0037] Once the user account is successfully verified, the system will retrieve the user's previous game records in the game database based on the user's unique identifier (UID); previous game records include the user's game history, scores, rankings, completed tasks, unlocked achievements, and used characters or equipment; the system loads these records into memory for subsequent comparison and analysis with the user's current game behavior.

[0038] The system monitors and captures user feedback information in real time, including voice commands, gestures, and facial expressions; at the same time, the system also captures and stores the game display interface, including the current game scene, the status of the character controlled by the user, and the location of the enemy; the system associates these feedback information and the game display interface with the user's previous game records in order to analyze changes and trends in user behavior.

[0039] Specifically, assume a player named "Thunder Warrior" logs in to a VR game called "Star Trek"; during the game startup process, the system prompts "Thunder Warrior" to enter his game account and password; after inputting, the system verifies this information and compares it with the database on the game server; after successful verification, the system obtains the user information of "Thunder Warrior", including his UID, nickname, level, and unlocked achievements.

[0040] In the "Star Trek" game, the system retrieves the previous records of "Thunder Warrior" in this game, and these records show that "Thunder Warrior" has completed multiple tasks, unlocked several advanced spaceships, and established bases on multiple planets before; the system loads these records into memory, preparing to compare them with the current game behavior of "Thunder Warrior".

[0041] In the "Star Trek" game, the system monitors the voice commands and gesture actions of "Thunder Warrior" in real time, such as "Attack the enemy in front" or "Start the spaceship engine"; at the same time, the system also captures the current game display interface, showing that "Thunder Warrior" is driving an advanced spaceship and engaging in a battle with a group of enemy ships; the system correlates this feedback information, the game display interface with the previous game records of "Thunder Warrior", and finds that "Thunder Warrior" has encountered similar battle scenarios in previous games and successfully used the same tactical strategies.

[0042] At this time, "Thunder Warrior" logs in to the "Star Trek" game and enters his game account and password; the system verifies this information and retrieves the previous records of "Thunder Warrior" in this game; then, the system monitors and captures the feedback information and game display interface of "Thunder Warrior" in real time and correlates this information with his previous game records; in this way, the system can analyze the changes in the game behavior, tactical strategies, and growth process of "Thunder Warrior" in the game, providing valuable user behavior data for game developers.

[0043] Therefore, multiple switching combinations are formed based on the user's feedback information, game display interface, and the user's previous game records, and the switching information is determined according to the multiple switching combinations, the name of the game, and the information matching table. The switching information covers multiple switching signals presented by the user within a preset time period, ensuring the accuracy of the switching information.

[0044] At this time, the feedback information of the user, the game display interface, and the user's previous game records are introduced. Optionally, the system first collects the user's feedback information, which includes voice commands, gesture actions, and facial expressions. These information reflect the user's real-time intentions and interaction needs during the game. At the same time, the system captures and stores the game display interface, including the current game scene, character status, enemy positions, and mission progress. These information provide a comprehensive view of the game state. The system also accesses the user's previous game records to understand the user's game habits, preferences, and achievements. These information help predict the user's behavior path. The system integrates these data together to form a comprehensive user behavior dataset.

[0045] Based on the collected data, the system attempts to form various switching combinations. These combinations represent the user's behavior paths or decision points in different game states, such as from exploration to combat, from using normal attacks to releasing special skills. Analyze the user's feedback information, game display interface, and previous game records to identify the user's next actions and combine these actions into different switching paths.

[0046] The system has an information matching table that contains game names, switching signals in specific game states, and corresponding switching information. This matching table is predefined based on the intentions of game designers and common behavior patterns of players. The system compares the formed switching combinations with the information matching table to find the most matching switching signals and switching information. Once a match is found, the system determines the switching information presented by the user within a preset time period. These information cover the user's intentions, behavior paths, and changes in the game state.

[0047] Specifically, in an RPG game called "Magic Era", the player "Night Mage" is exploring a mysterious dungeon. The system collects the voice commands of the "Night Mage" in real time (such as "Use Fireball to attack the enemy in front"), gesture actions (such as waving the arm to release magic), and facial expressions (such as a concentrated expression indicating casting a powerful spell). At the same time, the system captures the game display interface, showing that the "Night Mage" is facing a group of skeleton warriors, with the character's health in a moderate state and sufficient magic power. The system also accesses the previous game records of the "Night Mage" and finds that he is good at using magic attacks and has successfully defeated enemies in similar scenarios.

[0048] In the "Magic Era" game, based on the current state of the "Night Mage" (facing the enemy, with sufficient magic power) and previous game records (good at using magic attacks), the system forms several switching combinations: 1) Continue to use Fireball to attack the enemy; 2) Switch to a more powerful Lightning Bolt to quickly eliminate the enemy; 3) Use Healing Spell to restore the character's health to cope with a protracted battle.

[0049] In the game "Magic Era", the system compares the formed switching combinations with the information matching table; considering that the "Night Mage" is currently facing a group of weaker enemies and has sufficient magic value, the system determines that the most matching switching information is "Use Fireball to attack the enemies in front", because this is a strategy that is both efficient and saves magic value; at the same time, the system also notices that the "Night Mage" has successfully used Fireball in similar scenarios in the past, which further enhances the credibility of this switching information.

[0050] In this specific example, when the "Night Mage" explores the dungeon in the game "Magic Era", the system collects his feedback information, the game display interface, and past game records in real time; based on this data, the system forms multiple switching combinations and compares these combinations with the information matching table, and finally determines "Use Fireball to attack the enemies in front" as the most matching switching information. This information not only reflects the current intention and behavior path of the "Night Mage", but also is optimized and predicted based on his past game records, providing a more intelligent and personalized user experience for the game. Reference Figure 4 , in step S13, multiple sub-switching items are formed according to the division of the switching information, and a dynamic switching mechanism is determined based on the multiple sub-switching items, the game content displayed on the game display interface, and the virtual scene of the game. In the specific implementation process of the present invention, the specific steps are as follows: S131: Determine the division logic of the switching information based on the switching information, the corresponding time node, and the game keywords, and trigger the division of the switching information according to this division logic to form multiple sub-switching items; S132: Determine the switching order of the multiple sub-switching items according to the switching content of the multiple sub-switching items, the priorities of the multiple sub-switching items, and the sequence matching table; S133: Trigger the execution of the multiple sub-switching items in sequence along this switching order, and collect the game content displayed on the game display interface and the virtual scene of the game, and determine the dynamic switching mechanism based on the multiple training of the multiple sub-switching items, the game content displayed on the game display interface, and the virtual scene of the game.

[0051] In the embodiment of the present application, determining the division logic of the switching information based on the switching information, the corresponding time node, and the game keywords, and triggering the division of the switching information according to this division logic to form multiple sub-switching items, which is compatible with the overall consideration of the switching information, the corresponding time node, and the game keywords, ensures the accuracy of the division logic of the switching information, and introduces multiple sub-switching items.

[0052] At this time, switching information, corresponding time nodes, and game keywords are introduced. The switching information is comprehensively obtained from the user's feedback information, game display interface, and previous game records, representing the user's game intentions or behavior paths within a certain time period; it is a complex instruction or a collection of a series of related operations; the corresponding time node is the time point when the switching information occurs or should be executed, which is crucial for determining the urgency and execution order of the switching information; meanwhile, the game keywords are specific words or phrases related to the game, which describe the elements, events, or behaviors within the game; the keywords help the system understand the specific content and context of the switching information.

[0053] The system needs to analyze the relationships among the switching information, time nodes, and game keywords to determine how they interact and influence each other. This includes understanding the components of the switching information, the urgency of the time nodes, and the importance of the game keywords in the game logic; based on the analysis of the element relationships, the system forms a set of partitioning logics, which divide the switching information into multiple more specific, easier-to-execute, and operable sub-switching items; the partitioning logics consider the hierarchical structure of the switching information, the order of the time nodes, and the relevance of the game keywords.

[0054] According to the determined partitioning logics, the system triggers the partitioning process of the switching information, which includes identifying the various components of the switching information, allocating them to different sub-switching items, and assigning corresponding execution parameters and conditions to each sub-switching item; finally, the system forms multiple sub-switching items, each of which represents a specific behavior or operation in the switching information. These sub-switching items have clear execution orders, conditions, and goals, providing clear guidance for the subsequent execution of the game.

[0055] Specifically, assume that in a real-time strategy game called "StarCraft", the user issues the following switching information: "Build a Starport within 10 minutes and prepare two Scout Ships for patrol." Switching information: Build a Starport and prepare Scout Ships for patrol; Corresponding time node: within 10 minutes; Game keywords: Starport, Scout Ship, patrol.

[0056] The system conducts the following analysis based on these elements: Building a Starport is a prerequisite for preparing Scout Ships for patrol, and the time node limits the urgency of the whole process; divide the switching information into two sub-switching items: 1) Build a Starport; 2) Prepare Scout Ships for patrol; Building the Starport should be completed within 10 minutes, and preparing the Scout Ships for patrol should be carried out immediately after the Starport is built. According to the partitioning logics, the system triggers the partitioning of the switching information, forming the following two sub-switching items: Sub-switching item 1: Build a Starport; Execution condition: Start immediately after the game time begins; Execution goal: Complete the construction of the Starport within 10 minutes; Sub-switch item 2: Prepare the scout ship to patrol; Execution condition: After the Starport is built; Execution goal: Build two scout ships and set them to patrol in the designated area; In this way, the system successfully divides the complex switching information into multiple specific and easy-to-execute sub-switch items, providing clear guidance for the subsequent execution of the game.

[0057] Furthermore, according to the switching content of multiple sub-switch items, the priorities of multiple sub-switch items, and the sequence matching table, the switching order of multiple sub-switch items is determined, achieving precise control of the switching order of multiple sub-switch items.

[0058] At this time, the switching content of multiple sub-switch items, the priorities of multiple sub-switch items, and the sequence matching table are introduced. The switching content is the specific behavior or operation described by each sub-switch item, which defines the core tasks and goals of the sub-switch item; the priority is determined according to game logic, user intent, task urgency, and in-game impacts, and is used to represent the relative importance between sub-switch items; the priority is high, medium, low, or represented by a numerical value; the sequence matching table is a predefined table or rule set used to guide the execution order of sub-switch items; it takes into account various factors in the game, such as resource allocation, time limits, enemy positions, and task dependencies.

[0059] The system needs to analyze the content of the sequence matching table, understand the rules, conditions, and dependencies defined therein, and how they apply to the current set of sub-switch items; at the same time, based on the analysis of the switching content, priorities, and sequence matching table of the sub-switch items, the system determines the execution order of each sub-switch item, which includes identifying task dependencies, considering priority conflicts, and balancing resource requirements between different tasks; the switching order is a linear execution sequence, and may also include conditional branches or loop structures to adapt to dynamic changes in the game. Optionally, after determining the switching order, the system also needs to adjust and optimize according to real-time events in the game or new instructions from the user, which includes re-evaluating priorities, adjusting the execution order, or adding new sub-switch items.

[0060] Specifically, assume that in a strategy tower defense game called "Kingdom Rush", the system has divided the following three sub-switch items according to the user's instructions and game state: Sub-switch item A: Upgrade the defense towers of the main castle; Switch Content: Increase the attack power and range of the defense tower; Priority: High (because the main castle is the core of defense); Sub-switch item B: Build a new arrow tower on the right side of the map; Switch Content: Build and activate an arrow tower at the specified location; Priority: Medium (because the right side is a common enemy attack route); Sub-switch item C: Dispatch knights to patrol the central area of the map; Switch Content: Command the knights to move within the specified area to detect and repel potential enemies; Priority: Low (because the patrol task is relatively minor and is executed after waiting for other defense measures to be in place).

[0061] At the same time, there is a sequential matching table in the game, which defines the following rules: Execute tasks with high priority first; If multiple tasks have the same priority, execute the task that has the greatest impact on the current game state first; Consider the dependencies between tasks to ensure that the tasks on which a task depends have been completed before executing that task.

[0062] Based on this information, the system determines the following switching order: First execute sub-switch item A: Because upgrading the defense tower of the main castle has the most direct and significant impact on the current game state and the highest priority; Then execute sub-switch item B: After the defense tower is upgraded, the system immediately builds a new arrow tower on the right side of the map to strengthen the defense ability of this area; Although the priority is slightly lower than A, considering the common enemy attack route, its importance cannot be ignored; Finally execute sub-switch item C: After the defense tower and the arrow tower are in place, the system dispatches knights to patrol the central area of the map. This task is relatively minor and is executed after other defense measures are in place.

[0063] In this way, the system determines a reasonable and efficient switching order based on the switching content, priority of sub-switch items, and the sequential matching table to ensure the smooth progress of the game and user satisfaction.

[0064] Therefore, trigger the execution of multiple sub-switch items in sequence along this switching order, and collect the game content and virtual scene displayed on the game display interface. Determine the dynamic switching mechanism based on the multiple trainings of multiple sub-switch items, the game content displayed on the game display interface, and the virtual scene, ensuring the accuracy of the dynamic switching mechanism.

[0065] At this time, the system first determines a switching order, which defines the order of execution of multiple sub-switch items; The switching order is based on game logic, user behavior, time factors, or other predefined rules; Next, the system defines specific sub-switch items for each step in the switching order, and these items include updates to game content, switching of virtual scenes, playing of character animations, and triggering of sound effects.

[0066] The system monitors the execution status of the switching sequence in real time to ensure that each sub-switch item is triggered at the correct time; when the system detects that the execution conditions of a sub-switch item are met, it will automatically trigger the execution of the item, which involves updating game data, rendering new virtual scenes, and playing character animations.

[0067] During the execution of the sub-switch project, the system collects the game content displayed on the game display interface and the virtual scene of the game in real time, including the character's position, status, interactive objects, scene lighting, color, and texture information.

[0068] For the dynamic switching mechanism, the system uses the collected game content, virtual scenes, and execution data of sub-switch items to build a training data set; using machine learning or deep learning technology, the system trains the training data set to learn the associations and rules between different sub-switch items, game content, and virtual scenes; based on the training results, the system determines a dynamic switching mechanism, which can automatically adjust the switching order and the execution of sub-switch items according to the current game status and user behavior to provide the best gaming experience.

[0069] Specifically, suppose a space adventure game called "Star Expedition" is being developed; a switching sequence is defined to control the player to start from the earth, travel through the solar system, and finally arrive at a distant planet for exploration; in this sequence, multiple sub-switch items are defined, such as "starting the spacecraft", "entering the solar system", "encountering the asteroid belt", and "traveling through the wormhole".

[0070] The system triggers the execution of these sub-switch items in sequence according to the defined switching order; for example, when the player clicks the "Start Spaceship" button, the system triggers the spaceship startup animation and sound effects, and updates the game data to reflect the status of the spaceship; while the spaceship is traveling through the solar system, the system collects real-time content on the game display interface, such as the spaceship's position, speed, current galaxy information, and virtual scene data, such as the galaxy's color, texture, and lighting effects.

[0071] The system uses the collected data to build a training data set and trains it through machine learning. During the training process, the system learns the associations between different sub-switch items, such as "starting the spacecraft" will be followed by "entering the solar system" and "encountering the asteroid belt" requires players to perform evasive operations. At the same time, the system also learns the impact of game content and virtual scenes on player experience, such as richer scene details and more realistic sound effects to enhance player immersion.

[0072] Finally, the system determines a dynamic switching mechanism that can automatically adjust the switching order and the execution of sub-switching items based on the player's current position, speed, and mission progress information. For example, if the player encounters an emergency while passing through a wormhole, the system will automatically trigger a sub-switching item for emergency avoidance to ensure the player's safety and the coherence of the game. In this way, the system can provide the player with a more dynamic, interesting, and challenging gaming experience.

[0073] In an embodiment of the present application, it is assumed that a role-playing game is being developed and it is desired to control the triggering of different plot branches through a dynamic switching mechanism. A switching action matching table is created as follows:

[0074] In this switching action matching table, each row represents a switching rule. When the system detects a match among the sub-switching item (such as "the player reaches a specific location"), the game content (such as "the player reaches an ancient ruins"), and the virtual scene features (such as "the environmental features of the ancient ruins"), it will execute the corresponding switching action (such as "trigger plot dialogue A"). In this way, the switching mechanism is dynamically adjusted according to the real-time state of the game to ensure the smoothness of the game and the immersion of the player.

[0075] Reference Figure 5 , in step S14, under this dynamic switching mechanism, the final virtual scene is determined based on multiple virtual scenes of the game, the user's preference features for the game, and the user's gesture signals. In the specific implementation process of the present invention, the specific steps are as follows: S141: Under this dynamic switching mechanism, collect multiple virtual scenes of the game and determine the user's preference features for the game according to the dynamic traversal of the user and the game. S142: Determine the user's gesture signals based on the user's dynamic gestures and the gesture matching table. S143: Determine the first scene selection parameter according to multiple virtual scenes of the game and the user's preference features for the game, determine the second scene selection parameter according to multiple virtual scenes of the game and the user's gesture signals, and determine the final virtual scene based on the first scene selection parameter, the second scene selection parameter, and multiple virtual scenes.

[0076] In an embodiment of the present application, under this dynamic switching mechanism, collect multiple virtual scenes of the game and determine the user's preference features for the game according to the dynamic traversal of the user and the game, ensuring the accuracy of the user's preference features for the game.

[0077] At this time, during the operation of the game, the dynamic switching mechanism will switch the virtual scenes of the game in real-time or periodically according to the current game state, the user's operations, and the preset strategies; the system will collect and record the information of each virtual scene switched to during this process, including but not limited to the type of the scene, environmental characteristics, game elements contained (such as enemies, props, puzzles), and the user's behavior data in the scene.

[0078] The user's behaviors in the game constitute a dynamic traversal process, which includes the user's movement in the scene, interaction with game elements, solving puzzles, and defeating enemies; the system will record these behavior data and analyze the user's behavior patterns, preferences, and difficulties or challenges encountered in different scenes.

[0079] Based on the collected virtual scene information and the user's dynamic traversal data, the system uses machine learning methods or statistical analysis methods to model and analyze the user's behaviors; through this process, the system can identify the user's preference characteristics for the game, such as the preferred scene types (such as adventure, combat, puzzle-solving), preferences for game elements (such as powerful enemies, hidden props, complex puzzles), and the user's behavior style in the game (such as aggressive, conservative, exploratory).

[0080] Specifically, assume that in an adventure game named "Uncharted", the user is experiencing multiple chapters of the game, and each chapter contains different virtual scenes, such as tropical rainforests, ancient ruins, and city streets.

[0081] During the operation of the game, the dynamic switching mechanism will switch the scenes in real-time according to the user's operations and game progress; for example, when the user completes a treasure hunt task in the tropical rainforest, the scene will switch to the ancient ruins to start a new adventure; the system collects the information of the tropical rainforest and ancient ruins scenes during this process, including the environmental characteristics of the scenes (such as vegetation density, architectural style), game elements contained (such as enemy types, puzzle difficulties), and the user's behavior data in the scenes (such as the number of battles, puzzle-solving time).

[0082] The user's behaviors in the game constitute a dynamic traversal process; for example, in the tropical rainforest scene, the user frequently battles with enemies and successfully finds the hidden treasure; while in the ancient ruins scene, the user is more focused on solving puzzles and exploring; the system records these behavior data and analyzes the user's behavior patterns in different scenes; for example, the user shows stronger combat ability in the tropical rainforest scene, while in the ancient ruins scene, the user pays more attention to puzzle-solving and exploration.

[0083] Based on the collected virtual scene information and the user's dynamic traversal data, the system uses machine learning to model and analyze the user's behavior; through this process, the system identifies the user's game preference characteristics: the user prefers game scenarios with challenging and combat elements (such as tropical rainforests), and also likes puzzle-solving and exploration (such as ancient ruins), and these preference characteristics will be used in subsequent game design and personalized recommendations.

[0084] Through this example, we can see how step S141 collects virtual scene information, analyzes user behavior, and determines the user's game preference characteristics during the game operation. These information are of great significance for subsequent game optimization, personalized recommendation, and improving user experience.

[0085] Furthermore, based on the user's dynamic gestures and the gesture matching table, the user's gesture signal is determined, realizing the matching of the user's dynamic gestures and the gesture matching table, ensuring the accuracy of the user's gesture signal, and clarifying the switching signal.

[0086] At this time, the system captures the user's dynamic gestures in real time through a camera or other sensor devices. These gestures are the movement of fingers, the rotation of the wrist, and the waving of the arm, depending on the requirements of the game or application; during the capture process, the system will record the key information of the gesture's trajectory, speed, and direction for subsequent analysis and matching.

[0087] The gesture matching table is a predefined database that contains various known gestures and their corresponding signals or instructions. These gestures are in-game operation instructions (such as jumping, attacking, selecting), and also system-level control instructions (such as pausing, exiting, volume adjustment); each gesture has a unique identifier in the matching table, as well as detailed information related to it, such as the description of the gesture, execution conditions, and trigger actions.

[0088] The system compares the captured user gestures with the gesture matching table; through the comparison, the system can identify which known gesture in the matching table is most similar to the user gesture and thereby determine the operation or instruction the user wants to execute. Once the user's gesture signal is identified, the system will confirm it to ensure the accuracy and reliability of the signal, which requires some additional verification steps, such as user confirmation and time window detection; after confirmation, the system will execute the operation or instruction corresponding to the user's gesture signal and provide feedback to the user, such as visual cues, sound feedback, or tactile feedback.

[0089] Specifically, assume that in a game called "Virtual Reality Boxing", the user is playing the game using a VR headset and a hand tracker; the system captures the user's dynamic gestures in real time through the camera on the VR headset and the hand tracker; for example, when the user makes a punching motion, the system will record the trajectory, speed, and direction of this motion.

[0090] In this game, the gesture matching table contains various boxing moves and their corresponding instructions; for example, a straight punch (quickly punching forward), an uppercut (punching upward from below), and a defense (covering the head with both hands); each gesture has a detailed description and execution conditions, such as a straight punch requiring a quick forward punch with the fist fully extended.

[0091] When the user makes a punching motion, the system will compare it with the known gestures in the gesture matching table; through feature extraction and pattern matching methods, the system recognizes that the user's gesture is most similar to the straight punch motion; after the system confirms that the user's gesture signal is a straight punch, it will execute corresponding in-game operations, such as making the game character perform a straight punch attack; at the same time, the system will provide the user with visual feedback, such as showing the animation effect of hitting the enemy, and sound feedback, such as the boxing sound effect and score prompt.

[0092] Through this example, we can see how step S142 captures the user's dynamic gesture, compares it with the gesture matching table, and determines the user's gesture signal. This process is of great significance for realizing gesture-based interaction and control, especially in virtual reality and augmented reality scenarios.

[0093] Therefore, the first scene selection parameter is determined according to multiple virtual scenes of the game and the user's preference characteristics for the game, the second scene selection parameter is determined according to multiple virtual scenes of the game and the user's gesture signal, and the final virtual scene is determined based on the first scene selection parameter, the second scene selection parameter, and multiple virtual scenes, taking into account the overall consideration of the first scene selection parameter, the second scene selection parameter, and multiple virtual scenes, ensuring the accuracy of the final virtual scene.

[0094] At this time, the first scene selection parameter and the second scene selection parameter are introduced. For the first scene selection parameter, it is determined according to multiple virtual scenes of the game and the user's preference characteristics for the game. At the same time, the system will first comprehensively examine the multiple virtual scenes provided in the game, and these scenes have their own characteristics, such as the environmental atmosphere, task type, and difficulty level; the system will score or rank each virtual scene according to the previously collected and analyzed user preference characteristics (such as preferred game style, task difficulty, scene elements); based on the above analysis, the system will generate one or more first scene selection parameters, and the first scene selection parameter is expressed as a priority list of scenes, a score matrix, or a probability distribution, which is used to guide subsequent scene selection.

[0095] Select parameters for the second scenario. Determine the second scenario selection parameters based on multiple virtual scenarios of the game and the user's gesture signals. At the same time, the system captures and analyzes the signals sent by the user through gestures in real time. These signals represent specific operations the user wants to perform or preferences expressed. The system will associate the user's gesture signals with the virtual scenarios in the game according to preset rules or methods. For example, a certain gesture represents that the user wants to enter a more challenging scenario or prefers exploration-type tasks. Based on the analysis and association of the gesture signals, the system will generate the second scenario selection parameters, which are manifested as specific scenario tags, conditional expressions, or weight adjustments to further refine the scenario selection.

[0096] The system will comprehensively evaluate the first scenario selection parameters and the second scenario selection parameters, considering user preferences, gesture signals, and the characteristics of the scenarios themselves, in order to determine the final virtual scenario. Once the final virtual scenario is determined, the system will perform the corresponding scenario switching operation, guide the user to that scenario, and prepare to start a new gaming experience.

[0097] Specifically, assume in an adventure game called "Star Trek", the user is exploring different planets in the universe. For the first scenario selection parameters, there are multiple virtual planet scenarios in the game, and each planet has its unique ecosystem, ancient ruins, and potential dangers. The system scores each planet according to the user's preference characteristics (such as preferring to explore unknown civilizations, liking to solve puzzles, preferring low-difficulty tasks). For example, a planet full of mysterious ruins but with a low task difficulty gets a higher score. The generated first scenario selection parameters are a list of planet priorities, with the planets preferred by the user ranked at the front.

[0098] For the second scenario selection parameters, the user expresses their preference through gesture signals, such as making a gesture indicating "exploration". The system analyzes this gesture signal and associates it with the planet scenarios in the game. In this example, the gesture signal represents that the user wants to explore a planet full of unknown and mysterious elements. The generated second scenario selection parameters are a specific scenario tag (such as "Mysterious Ruins Planet"), or a weight adjustment (increasing the weight of exploration-type planets).

[0099] The system comprehensively evaluates the first scenario selection parameters and the second scenario selection parameters and finds that there is a planet that not only meets the user's preference characteristics (such as liking to explore unknown civilizations) but also matches the user's gesture signal (indicating a desire to explore mysterious elements). Therefore, the system decides to use this planet as the final virtual scenario and performs the scenario switching operation to guide the user to that planet to start a new exploration journey.

[0100] Through this example, it can be seen how step S143 combines the user's preference characteristics for the game, gesture signals, and multiple virtual scenarios of the game to determine the final virtual scenario, which provides a more personalized and interactive gaming experience for the user.

[0101] In an embodiment of the present application, a virtual scenario matching table is constructed according to the user's preference characteristics for the game (such as game style, task type, difficulty level). This virtual scenario matching table is a two-dimensional table, where one row represents a preference characteristic and one column represents a virtual scenario; each cell in the table represents the matching degree between the preference characteristic and the virtual scenario, which is represented by a number (such as a score from 1 to 10) or a level (such as high, medium, low). Virtual scenario matching table:

[0102] For the first scenario selection parameter, calculate the score or weight of each virtual scenario according to the user's preference characteristics for the game and the matching table, which is achieved by performing weighted summation or taking the average value of each cell in the matching table; according to the calculation result, virtual scenario A has the highest score, so it becomes the preferred choice for the first scenario selection parameter.

[0103] For the second scenario selection parameter, construct a matching table with the virtual scenarios according to the user's gesture signals. This matching table represents the association between the operations the user wants to perform or the preferences expressed through gestures and the virtual scenarios. Combine the first scenario selection parameter and the second scenario selection parameter to determine the final virtual scenario, which is achieved by performing weighted summation or taking the average value of the two parameters, or making a decision according to specific rules (such as giving priority to the scenario with the highest score); First scenario selection parameter preferred: virtual scenario A; second scenario selection parameter preferred: virtual scenario A; combining the two parameters, finally determine virtual scenario A as the next game scenario for the user to experience.

[0104] Through the above steps and examples, it can be seen how to combine the user's preference characteristics for the game, gesture signals, and multiple virtual scenarios of the game to determine the final virtual scenario. This method provides a more personalized and interactive gaming experience for the user.

[0105] Reference Figure 6 , in step S15, determine the switched game display interface according to the final virtual scenario, the game content displayed on the game display interface, and the user's virtual form; In the specific implementation process of the present invention, the specific steps are as follows: S151: Determine the user's virtual form based on the user's personal information, morphological information, and current image, and determine the game content displayed on the game display interface based on the detection of the game display interface; S152: Determine the primary switching of the game display interface based on the final virtual scene and the game content displayed on the game display interface, so as to output the primary game display interface; S153: Determine the advanced switching of the game display interface based on the primary game display interface and the user's virtual form, and determine the switched game display interface based on the synthesis of the primary game display interface and the user's virtual form.

[0106] In the embodiment of the present application, determining the user's virtual form based on the user's personal information, morphological information, and current image, and determining the game content displayed on the game display interface based on the detection of the game display interface introduce the user's virtual form and the game content displayed on the game display interface.

[0107] At this time, collect the user's personal information, which includes but is not limited to age, gender, height, weight, body type preference, facial feature preference (such as eye color, hairstyle), clothing style preference; using the collected user information, the system constructs a preliminary user morphological model, which is a three-dimensional human body model for simulating the user's real body shape and appearance.

[0108] At the same time, according to the user's morphological information and preferences, the system adjusts and optimizes the preliminary morphological model; for example, if the user prefers a slender body type, the system will adjust the body proportion of the model to conform to this preference. After adjustment and optimization, the system generates a final virtual form, which will be used as the user's avatar or character in the game.

[0109] The system captures the user's current image in real time through a camera or other image capture device; using image processing technology, the system extracts the user's facial features from the captured image, such as the shape and position of the eyes, nose, and mouth; the system maps these extracted facial features to the previously generated virtual form to ensure that the face of the virtual form is similar to the user's real face; as needed, the system will also adjust the facial details of the virtual form to further improve the similarity or conform to the user's specific preferences.

[0110] The system monitors and analyzes the current game display interface in real time, which includes the layout of the interface, the positions and states of elements (such as characters, enemies, items); by parsing the data of the game display interface, the system determines the current game content, such as the ongoing tasks, interactive objects, background story; based on the parsed game content, the system prepares the corresponding interaction logic and animation effects to ensure that the user's virtual form can interact with the game content naturally.

[0111] Specifically, assume that the user is a young male who is playing a role-playing game called "Fantasy Journey"; the system collects the user's personal information, including age (25 years old), gender (male), height (180 cm), weight (75 kg), body type preference (athletic), facial feature preference (deep-set eyes, short hair); based on this information, the system generates a preliminary 3D male body model and adjusts its body proportions and muscle lines to match the user's athletic preference.

[0112] The user captures his current image through the in-game camera function; the system extracts the user's facial features, such as the outline of deep-set eyes and short hair, from the image and maps these features onto the previously generated virtual form; to further improve the similarity, the system also adjusts the facial details of the virtual form, such as the color of the eyes and the shape of the eyebrows.

[0113] The game display interface is showing a forest scene, and the user (appearing in virtual form) is looking for a hidden treasure; the system detects and analyzes the game display interface in real time, determines the location of the treasure, interactive objects (such as trees, small animals), and the current task progress; based on this information, the system prepares the corresponding interaction logic and animation effects, such as when the user approaches the treasure, the treasure will emit a faint light and display a prompt message.

[0114] Through step S151, the system can generate a personalized virtual form based on the user's personal information, form information, and current image, and detect and analyze the game display interface in real time to determine the game content, thus providing the user with a more immersive and personalized game experience.

[0115] Furthermore, the primary switching of the game display interface is determined according to the final virtual scene and the game content displayed on the game display interface to output the primary game display interface, realizing the primary switching of the game display interface.

[0116] At this time, the system first loads all relevant data of the finally determined virtual scene, which includes the terrain, buildings, vegetation, and weather effects of the scene; using the loaded data, the system constructs a three-dimensional scene model, which will be used to present the virtual scene in the game display interface; optionally, the system optimizes the constructed scene model to improve the rendering efficiency and visual effects, which includes reducing the number of unnecessary polygons, optimizing texture mapping, and adjusting lighting and shadow effects.

[0117] The system extracts the current game state information from the game display interface, which includes the position, orientation, health value, and mission progress of the character; the system determines the positions and states of all game elements (such as characters, enemies, and props) in the current game interface, and based on the extracted game state and information, the system prepares the corresponding interaction logic to ensure that the game elements can correctly respond to the user's input and operations.

[0118] The system combines the finally determined virtual scene with the game content of the current game display interface, which includes placing the character, enemy, and prop elements in the correct positions in the virtual scene and adjusting their orientations and states to conform to the current game state; using three-dimensional rendering technology, the system renders the combined scene and game content into a primary game display interface, which still contains some elements or details to be optimized. Finally, the system outputs the rendered primary game display interface to the screen for the user to play the game.

[0119] Specifically, assume that the user is playing an adventure game called "Magic Kingdom" and has completed the previous mission and is now ready to enter a new virtual scene - a mysterious castle; the system loads all relevant data of the castle scene, including the terrain, buildings, vegetation, and weather effects of the castle; then, the system constructs a three-dimensional castle model using these data and optimizes the model to improve the rendering efficiency and visual effects.

[0120] The system extracts the position, orientation, health value, and mission progress information of the user character from the current game display interface; at the same time, the system determines the positions and states of all game elements (such as characters, enemies, and props) in the current interface; based on this information, the system prepares the corresponding interaction logic to ensure that when the user enters the castle, the character can correctly interact with the elements inside the castle.

[0121] The system combines the castle scene with the current game content, places the user character at the entrance of the castle, and adjusts its orientation to face the castle gate; at the same time, the system also places the enemies and prop elements inside the castle in the correct positions and adjusts their states to conform to the current game state; then, the system uses 3D rendering technology to render the combined scene and game content into a primary game display interface and outputs it to the screen; at this time, the user sees themselves (appearing in the form of a game character) standing in front of the castle gate, ready to enter the castle for a new adventure.

[0122] Through step S152, the system can determine the primary switch of the game display interface based on the final virtual scene and the current game content, and output a primary game display interface that combines the virtual scene and the game content, providing a more immersive and coherent gaming experience for the user.

[0123] Therefore, determining the advanced switch of the game display interface based on the primary game display interface and the user's virtual form, and determining the switched game display interface based on the synthesis of the primary game display interface and the user's virtual form, realizes the further switch of the primary game display interface and ensures the accuracy of the switched game display interface.

[0124] At this time, the system first evaluates the overall effect of the primary game display interface, including the rendering quality of the scene, the animation smoothness of the characters, and the accuracy of the interaction logic; based on the evaluation results, the system identifies the problems or elements to be optimized in the primary interface, such as the character's expression not being vivid enough, the lighting effect of the scene being unnatural, and the interaction feedback being untimely.

[0125] The system adjusts the animation effects of the characters according to the user's virtual form and the current game state, which includes changing the walking, running, and attacking actions of the characters to make them more in line with the user's form and the logic of the game; the system optimizes the details in the scene, such as adjusting the density and color of the vegetation, improving the light and shadow effects of the buildings, and adding weather changes, to enhance the immersion and realism of the scene; optionally, the system enhances the interaction experience between game elements, such as improving the combat system between characters and enemies, optimizing the interaction logic between characters and props, and adding environmental sound effects and background music.

[0126] The system integrates the adjusted and optimized character animations, scene details, and interaction experience elements into the primary game display interface; using advanced rendering technology, the system renders the integrated interface into the final game display interface, which should have high-quality visual effects, smooth animation performance, and rich interaction experience; finally, the system outputs the rendered final game display interface to the screen for the user to play the game.

[0127] Specifically, assume that the user is playing an adventure game called "Mysterious Ruins" and has entered an ancient ruins scene through the primary game display interface; the system evaluates the primary game display interface and finds that the expressions of the characters are slightly stiff, the lighting effects of the scene are too dim in some areas, and the feedback when the characters interact with the traps in the ruins is not obvious enough.

[0128] Based on the evaluation results, the system performs an advanced switch; first, the system adjusts the animation effects of the characters to make the expressions of the characters more rich and vivid, especially the reactions when finding treasures or encountering enemies are more natural; second, the system optimizes the lighting effects of the scene, increases the reflection and refraction effects of light on the walls and floors of the ruins, and makes the scene look more real and three-dimensional; finally, the system enhances the interaction experience between the characters and the traps in the ruins. When the characters trigger the traps, the system will immediately give obvious visual and sound feedback to increase the tension and excitement of the game.

[0129] The system integrates the adjusted and optimized character animations, scene details, and interaction experience elements into the primary game display interface and renders it into the final game display interface using advanced rendering technology; at this time, the user sees a more vivid, real, and exciting ruins scene, the characters show more rich expressions and actions during the exploration process, and the interaction experience of the traps is also more exciting and tense; the final game display interface provides the user with a more immersive and unforgettable game experience.

[0130] Through step S153, the system can perform an advanced switch and synthesis based on the primary game display interface and the user's virtual form, so as to provide the user with a final game display interface with high-quality visual effects, smooth animation performance, and rich interaction experience.

[0131] In an embodiment of the present application, assume there is a matching table that lists combinations of different primary interfaces (such as "forest scene", "city scene") and user virtual forms (such as "warrior", "mage"), as well as corresponding switching logics and synthesis effects.

[0132] When the system detects that the primary interface is "forest scene" and the user virtual form is "warrior", it will add combat animations according to the matching table and adjust the scene lighting to highlight the combat atmosphere, so as to synthesize a game display interface that conforms to this combination.

[0133] Please refer to Figure 7 , Figure 7 which is a schematic structural diagram of the dynamic switching system of the game display screen based on user feedback in the embodiment of the present invention; the dynamic switching system of the game display screen based on user feedback includes: A feedback information module 21, configured to determine the user's feedback information based on the user's voice interaction information with the head-mounted display and the user's dynamic gestures in a virtual interaction scenario; A switching information module 22, configured to determine switching information based on the user's feedback information, the game display interface, and the user's previous game records; A dynamic switching mechanism module 23, configured to form multiple sub-switching items according to the division of the switching information, and determine a dynamic switching mechanism based on the multiple sub-switching items, the game content displayed on the game display interface, and the virtual scenario of the game; A virtual scenario module 24, configured to determine the final virtual scenario based on multiple virtual scenarios of the game, the user's preference characteristics for the game, and the user's gesture signals under the dynamic switching mechanism; A game display module 25, configured to determine the switched game display interface according to the final virtual scenario, the game content displayed on the game display interface, and the user's virtual form.

[0134] For any combination of the technical features of the above embodiments, for the sake of brevity of description, not all combinations of the technical features in the above embodiments are described. However, as long as there is no contradiction in the combination of these technical features, it should be considered to be within the scope described in this specification.

Claims

1. A method for dynamically switching game display screens based on user feedback, characterized in that: include: In a virtual interaction scenario, the user's feedback information is determined based on the user's voice interaction information with the head-mounted display and the user's dynamic gestures; Determine switching information based on user feedback information, game display interface and user's previous game records; A plurality of sub-switching items are formed according to the division of the switching information, and a dynamic switching mechanism is determined according to the plurality of sub-switching items, the game content displayed on the game display interface, and the virtual scene of the game; Under this dynamic switching mechanism, the final virtual scene is determined based on multiple virtual scenes of the game, the user's preferences for the game, and the user's gesture signals; The switched game display interface is determined based on the final virtual scene, the game content displayed on the game display interface, and the user's virtual form.

2. The method for dynamically switching game display screens based on user feedback according to claim 1, characterized in that: The method of determining the user's feedback information based on the user's voice interaction information with the head mounted display and the user's dynamic gestures in the virtual interaction scenario includes: The user wears a head-mounted display and enters a virtual interactive scene; In a virtual interaction scenario, a user's motion image is determined based on the coordinated shooting of a head-mounted display and an external camera, and the user's dynamic gesture is determined based on the hand position of the motion image, the hand contour of the motion image, and the user's previous gesture records; The user's voice interaction information with the head-mounted display is determined based on the dynamic interaction between the user and the head-mounted display, and the user's feedback information is determined based on the matching of the user's voice interaction information with the head-mounted display, the user's dynamic gestures, and time.

3. The method for dynamically switching game display screens based on user feedback according to claim 1, characterized in that: The determining of switching information based on user feedback information, a game display interface, and the user's previous game records includes: Monitor the head-mounted display in real time and collect the corresponding game display interface; Determine the previous game records of the user in the game database based on the user's game account, and associate the user's feedback information, the game display interface, and the user's previous game records; A plurality of switching combinations are formed according to user feedback information, the game display interface and the user's previous game records, and switching information is determined according to the plurality of switching combinations, the name of the game and the information matching table. The switching information covers a plurality of switching signals presented by the user within a preset time period.

4. The method for dynamically switching game display screens based on user feedback according to claim 1, characterized in that: The forming of a plurality of sub-switching items according to the division of the switching information, and determining a dynamic switching mechanism according to the plurality of sub-switching items, the game content displayed on the game display interface, and the virtual scene of the game, includes: The division logic of the switching information is determined based on the switching information, the corresponding time node and the game keyword, and the division of the switching information is triggered according to the division logic to form a plurality of sub-switch items.

5. The method for dynamically switching game display screens based on user feedback according to any one of claims 1 to 4, characterized in that: According to the division of the switching information, a plurality of sub-switching items are formed, and a dynamic switching mechanism is determined according to the plurality of sub-switching items, the game content displayed on the game display interface, and the virtual scene of the game, and further includes: Determine the switching order of the multiple sub-switching items according to the switching contents of the multiple sub-switching items, the priorities of the multiple sub-switching items, and the sequence matching table; The execution of multiple sub-switch items is triggered in sequence along the switching order, and the game content displayed on the game display interface and the virtual scene of the game are collected. The dynamic switching mechanism is determined based on multiple trainings of the multiple sub-switch items, the game content displayed on the game display interface and the virtual scene of the game.

6. The method for dynamically switching game display screens based on user feedback according to claim 1, characterized in that: Under the dynamic switching mechanism, the final virtual scene is determined based on multiple virtual scenes of the game, the user's preference characteristics for the game, and the user's gesture signal, including: Under the dynamic switching mechanism, multiple virtual scenes of the game are collected, and the user's preference characteristics for the game are determined based on the dynamic traversal of the user and the game.

7. The method for dynamically switching game display screens based on user feedback according to claim 6, characterized in that: The method of determining the final virtual scene based on the multiple virtual scenes of the game, the user's preference characteristics for the game, and the user's gesture signal under the dynamic switching mechanism also includes: Determine a gesture signal of the user based on the dynamic gesture of the user and the gesture matching table; A first scene selection parameter is determined according to multiple virtual scenes of the game and user preferences for the game, a second scene selection parameter is determined according to multiple virtual scenes of the game and user gesture signals, and a final virtual scene is determined based on the first scene selection parameter, the second scene selection parameter and multiple virtual scenes.

8. The method for dynamically switching game display screens based on user feedback according to claim 1, characterized in that: The step of determining the switched game display interface according to the final virtual scene, the game content displayed on the game display interface, and the virtual form of the user includes: The user's virtual form is determined based on the user's personal information, the user's form information, and the user's current image, and the game content displayed on the game display interface is determined according to the detection of the game display interface.

9. The method for dynamically switching game display screens based on user feedback according to claim 1 or 8, characterized in that: The method of determining the switched game display interface according to the final virtual scene, the game content displayed on the game display interface, and the virtual form of the user also includes: Determining the primary switching of the game display interface according to the final virtual scene and the game content displayed on the game display interface to output the primary game display interface; The advanced switching of the game display interface is determined according to the primary game display interface and the virtual form of the user, and the switched game display interface is determined according to the synthesis of the primary game display interface and the virtual form of the user.

10. A system for dynamically switching game display screens based on user feedback, characterized in that: The system for dynamically switching game display screens based on user feedback is applied to the method for dynamically switching game display screens based on user feedback as claimed in any one of claims 1 to 9, and the system for dynamically switching game display screens based on user feedback comprises: A feedback information module, used to determine user feedback information based on the user's voice interaction information with the head-mounted display and the user's dynamic gestures in a virtual interaction scenario; A switching information module, used to determine switching information based on user feedback information, a game display interface, and the user's previous game records; A dynamic switching mechanism module, used to form a plurality of sub-switching items according to the division of the switching information, and determine the dynamic switching mechanism according to the plurality of sub-switching items, the game content displayed on the game display interface, and the virtual scene of the game; A virtual scene module, used to determine the final virtual scene based on multiple virtual scenes of the game, the user's preference characteristics for the game, and the user's gesture signals under the dynamic switching mechanism; The game display module is used to determine the switched game display interface based on the final virtual scene, the game content displayed on the game display interface, and the user's virtual form.

Citation Information

Patent Citations

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