Dynamic switching method and system for game display screen based on user feedback

By combining voice interaction and dynamic gestures with a head-mounted display in a virtual interactive scenario, along with the user's game history, multiple sub-switching items are created, solving the problem of inaccurate game display switching and achieving dynamic switching based on user feedback, thus improving the user experience.

CN120227640BActive Publication Date: 2025-11-04BEIJING CHUANDU HAPPY TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202510382075.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-03-28
Publication Date
2025-11-04
Estimated Expiration
2045-03-28

AI Technical Summary

Technical Problem

In existing technologies, the switching of game display screens mainly relies on a single gesture, which cannot achieve dynamic switching based on user feedback. The lack of comprehensive consideration of user feedback information leads to inaccurate switching.

Method used

By combining voice interaction information and dynamic gestures from a head-mounted display in a virtual interactive scenario, along with the user's previous game records, multiple sub-switching items are formed, and the final virtual scene and game display interface switching is determined based on a dynamic switching mechanism.

Benefits of technology

It enables dynamic switching of the game display interface, taking into account user feedback, the game display interface, and previous game records, thereby improving the accuracy of switching and user experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a kind of based on user feedback's game display screen dynamic switching method and system, the present application relates to the technical field of game display screen, according to the division of switching information and form multiple sub switching projects, and according to multiple sub switching projects, game content displayed by game display interface and the virtual scene of game determine dynamic switching mechanism, ensure the accuracy of dynamic switching mechanism.At this time, under the dynamic switching mechanism, based on the multiple virtual scenes of game, the favorite characteristics of user to game and the gesture signal of user determine final virtual scene;According to final virtual scene, game content displayed by game display interface and the virtual form of user determine the game display interface after switching, to output the game display interface after switching, realize the dynamic switching of game display interface under the feedback information of user.
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Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of game display screens, in particular to a dynamic switching method and system of game display screens based on user feedback. BACKGROUND

[0002] With the development of technology, games are gradually applied to people's lives and can be immersed in virtual scenes for entertainment. Game display screens are presented in head-mounted displays and can be virtually presented when users wear head-mounted displays. In the prior art, game display screens present the content of the game. When users are entertained, they will switch the corresponding game display screens. At this time, the switching of the game display screens is based on the single gesture of the user for targeted switching, which introduces a single switching mechanism and cannot achieve dynamic switching of the game display interface under the feedback information of the user. SUMMARY

[0003] The present application aims to overcome the shortcomings of the prior art. The present application provides a dynamic switching method and system of game display screens based on user feedback.

[0004] The present application provides a dynamic switching method of game display screens based on user feedback, which comprises:

[0005] In a virtual interactive scene, the feedback information of the user is determined based on the voice interaction information of the user to the head-mounted display and the dynamic gesture of the user.

[0006] The switching information is determined based on the feedback information of the user, the game display interface and the past game records of the user.

[0007] According to the division of the switching information, a plurality of sub-switching items are formed, and a dynamic switching mechanism is determined based on the plurality of sub-switching items, the game content displayed by the game display interface and the virtual scene of the game.

[0008] Under the dynamic switching mechanism, the final virtual scene is determined based on the plurality of virtual scenes of the game, the favorite features of the user to the game and the gesture signal of the user.

[0009] The switched game display interface is determined based on the final virtual scene, the game content displayed by the game display interface and the virtual form of the user.

[0010] The present application provides a dynamic switching system of game display screens based on user feedback, which is applied to the above-mentioned dynamic switching method of game display screens based on user feedback. The dynamic switching system of game display screens based on user feedback comprises:

[0011] The feedback information module is configured to determine feedback information of the user based on voice interaction information of the user to the head-mounted display and dynamic gestures of the user in the virtual interaction scene.

[0012] The switching information module is configured to determine switching information based on the feedback information of the user, the game display interface and past game records of the user.

[0013] The dynamic switching mechanism module is configured to form a plurality of sub-switching items according to the division of the switching information, and determine a dynamic switching mechanism according to the plurality of sub-switching items, game content displayed by the game display interface and a virtual scene of the game.

[0014] The virtual scene module is configured to determine a final virtual scene based on a plurality of virtual scenes of the game, favorite features of the user to the game and gesture signals of the user in the dynamic switching mechanism.

[0015] The game display module is configured to determine a switched game display interface according to the final virtual scene, game content displayed by the game display interface and a virtual form of the user.

[0016] Compared with the prior art, the method has the following beneficial effects:

[0017] In the embodiment of the application, the method in the embodiment of the application is used to determine feedback information of the user based on voice interaction information of the user to the head-mounted display and dynamic gestures of the user in the virtual interaction scene, determine switching information based on the feedback information of the user, the game display interface and past game records of the user, form a plurality of sub-switching items according to the division of the switching information, and determine a dynamic switching mechanism according to the plurality of sub-switching items, game content displayed by the game display interface and a virtual scene of the game, which is compatible with the overall consideration of the plurality of sub-switching items, game content displayed by the game display interface and the virtual scene of the game, and ensures the accuracy of the dynamic switching mechanism.

[0018] At this time, the final virtual scene is determined based on a plurality of virtual scenes of the game, favorite features of the user to the game and gesture signals of the user in the dynamic switching mechanism, and the switched game display interface is determined according to the final virtual scene, game content displayed by the game display interface and a virtual form of the user, so as to output the switched game display interface, and realize the dynamic switching of the game display interface under the feedback information of the user. BRIEF DESCRIPTION OF DRAWINGS

[0019] Figure 1 is a flowchart of the dynamic switching method of the game display screen based on user feedback in the embodiment of the application.

[0020] Figure 2is a flowchart of step S11 in the dynamic switching method of the game display screen based on user feedback in the embodiment of the application;

[0021] Figure 3 is a flowchart of step S12 in the dynamic switching method of the game display screen based on user feedback in the embodiment of the application;

[0022] Figure 4 is a flowchart of step S13 in the dynamic switching method of the game display screen based on user feedback in the embodiment of the application;

[0023] Figure 5 is a flowchart of step S14 in the dynamic switching method of the game display screen based on user feedback in the embodiment of the application;

[0024] Figure 6 is a flowchart of step S15 in the dynamic switching method of the game display screen based on user feedback in the embodiment of the application;

[0025] Figure 7 is a structural composition diagram of the dynamic switching system of the game display screen based on user feedback in the embodiment of the application. DETAILED DESCRIPTION

[0026] The technical solutions in the embodiments of the application will be described clearly and completely below with reference to the drawings in the embodiments of the application.

[0027] Please refer to Figures 1 to 7 A dynamic switching method of a game display screen based on user feedback is applied to a dynamic switching scene of a game display screen based on user feedback. The dynamic switching method of the game display screen based on user feedback comprises the following steps.

[0028] Step S11: determining feedback information of a user based on voice interaction information of the user to a head-mounted display and dynamic gestures of the user in a virtual interaction scene.

[0029] Step S12: determining switching information based on the feedback information of the user, a game display interface and past game records of the user.

[0030] Step S13: 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, game content displayed by the game display interface and a virtual scene of the game.

[0031] Step S14: determining a final virtual scene based on a plurality of virtual scenes of the game, favorite features of the user to the game and gesture signals of the user under the dynamic switching mechanism.

[0032] Step S15: determining the game display interface after switching according to the final virtual scene, the game content displayed by the game display interface, and the virtual form of the user;

[0033] Reference Figure 2 In step S11, in the virtual interaction scene, the feedback information of the user is determined based on the voice interaction information of the user to the head-mounted display and the dynamic gesture of the user;

[0034] In the specific implementation process of the application, the specific steps are as follows:

[0035] S111: the user wears the head-mounted display and enters the virtual interaction scene;

[0036] S112: in the virtual interaction scene, the action image of the user is determined based on the cooperative shooting of the head-mounted display and the external camera, and the dynamic gesture of the user is determined according to the hand position of the action image, the hand contour of the action image, and the past gesture record of the user;

[0037] S113: the voice interaction information of the user to the head-mounted display is determined based on the dynamic interaction of the user with the head-mounted display, and the feedback information of the user is determined based on the matching of the voice interaction information of the user to the head-mounted display, the dynamic gesture of the user, and the time.

[0038] In the embodiment of the application, the user wears the head-mounted display and enters the virtual interaction scene; in the virtual interaction scene, the action image of the user is determined based on the cooperative shooting of the head-mounted display and the external camera, and the dynamic gesture of the user is determined according to the hand position of the action image, the hand contour of the action image, and the past gesture record of the user, thereby ensuring the accuracy of the dynamic gesture of the user.

[0039] At this time, the user wears the 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 handle; after the software is started, the user will see a loading screen, at which time the system is loading the resources required by the virtual interaction scene (such as 3D models, textures, sound effects); once the scene is loaded, the user will find himself in a virtual environment, which is the world of the game, a virtual conference room, an art exhibition space, depending on the application running.

[0040] In the virtual interaction scene, the head-mounted display and the external camera are associated and cooperatively shot. Before starting 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 pictures captured by them are consistent in space.

[0041] The system triggers both the head-mounted display and the external camera to start capturing the user's movements simultaneously, either through software instructions, hardware signals, or user actions such as pressing a button; the camera on the head-mounted display provides a first-person perspective, while the external camera provides a third-person perspective or monitors a specific area, combining both perspectives to provide a more comprehensive view of the user's movements.

[0042] From the raw images captured by the head-mounted display and the external camera, the system first performs image preprocessing, such as noise reduction and contrast enhancement, to improve the accuracy of subsequent processing; simultaneously, 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 identify the shape, size, and direction of the hand.

[0043] Specifically, when playing a VR painting game, Jack wears a VR headset and starts "painting" in the air; at this time, the camera on the VR headset captures her head movements and eye gaze direction, while the external camera in the corner of the room captures her entire body movements, especially the trajectory of her hand movements; the system ensures that the images captured by the two cameras are synchronized.

[0044] When Jack "paints" 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 hand gestures, the system can quickly update the hand information to ensure that the captured gestures are accurate and real-time.

[0045] Further, the system maintains a gesture database that stores records of hand gestures the user has performed in the past, including features such as shape, speed, and direction; by matching the current captured hand position and contour information with the records in the gesture database, which involves calculating similarity scores or applying machine learning models to predict the most matching gesture, the system identifies the user's current gesture and associates it with pre-set gesture commands (such as selecting, moving, or scaling).

[0046] Specifically, in the VR painting game, Jack makes a "pinching" gesture to reduce the image on the canvas; by comparing the current gesture with the records in the gesture database, the system successfully identifies the gesture and interprets it as a scaling-down command; as a result, the image on the canvas immediately responds to the command and reduces the display scale.

[0047] Therefore, the voice interaction information of the user to the head-mounted display is determined based on the dynamic interaction of the user with the head-mounted display, and the feedback information of the user is determined based on the matching of the voice interaction information of the user to the head-mounted display, the dynamic gesture of the user, and the time, so that the voice interaction information of the user to the head-mounted display, the dynamic gesture of the user, and the time are matched, and the feedback information of the user is accurately controlled.

[0048] At this time, the microphone array built into the head-mounted display captures the user's voice instructions 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.

[0049] The system understands the specific meaning of the voice instruction in combination with the current virtual interaction scene and the game state of the user; for example, if the user is in the interface of selecting weapons in the game, the voice instruction of "select this gun" will be recognized as the operation of selecting a specific weapon.

[0050] As mentioned earlier (in the S112 step), the system captures and recognizes the dynamic gestures of the user through the cooperation of the head-mounted display and the external camera; the system assigns timestamps to the voice instructions and gesture actions to ensure their time synchronization, which helps to associate specific voice instructions with corresponding gesture actions; the system compares the timestamps of the voice instructions and gesture actions, as well as the meanings they express; if both are close in time and semantically support each other (such as saying "zoom in" while making a zoom-in gesture), the system considers it to be an effective user feedback.

[0051] Further, based on the voice instructions, gesture actions, and their matching relationship, the system comprehensively judges the real intention or feedback of the user, which needs to consider various factors such as the user's past behavior patterns, the current game state, and the context of the virtual interaction scene; once the feedback of the user is determined, the system will perform the corresponding operation, which involves changing the game interface, triggering the game event, and adjusting the game settings.

[0052] Specifically, when playing a VR shooting game, Jack wears a VR headset and is in the interface of selecting weapons; 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 instruction; in combination with the current game interface, the system understands Jack's intention to select a sniper rifle.

[0053] After the interface of selecting weapon is selected, Jack not only says "select this sniper rifle", but also makes a gesture of pointing to the icon of the sniper rifle; the system confirms that this is a valid selection operation by comparing the time stamp and semantic content of the voice instruction and the gesture action; thus, the icon of the sniper rifle on the game interface is highlighted, ready to be selected.

[0054] After confirming the selection intention of Jack, the game system performs the operation of selecting the sniper rifle; Jack sees that the icon of the sniper rifle on the game interface is selected, and the model of the sniper rifle appears in the hand of his virtual character; he nods in satisfaction, ready to start his shooting task.

[0055] In an embodiment of the present application, a matching table is preset to define the voice instruction, gesture action and their matching relationship, which is a two-dimensional array or hash table containing all predefined voice instruction and gesture action combinations and their corresponding user feedback; a user feedback matching example is as follows:

[0056]

[0057] When the system captures the voice instruction and gesture action of the user, it looks up the user feedback matching table to determine the corresponding user feedback; if a matching item is found, the system performs the corresponding operation; for example: the user says "select this" while making a gesture of pointing to an object in the game; the system looks up the matching table and finds that the corresponding user feedback is "select the pointed object", and then performs the selection operation.

[0058] Reference Figure 3 In step S12, the switching information is determined based on the feedback information of the user, the game display interface and the past game record of the user;

[0059] In the specific implementation process of the present application, the specific steps are as follows:

[0060] S121: Real-time monitoring of the head-mounted display and collecting the corresponding game display interface;

[0061] S122: Determining the past game record of the user in the game database based on the game account of the user, and associating the feedback information of the user, the game display interface and the past game record of the user;

[0062] S123: Forming multiple switching combinations according to the feedback information of the user, the game display interface and the past game record of the user, and determining the switching information according to the multiple switching combinations, the name of the game and the information matching table, the switching information covering multiple switching signals presented by the user within a preset time period;

[0063] In the embodiments of the present application, the head-mounted display is monitored in real time, and the corresponding game display interface is collected, the game display interface is introduced, and subsequent control is carried out on the game display interface.

[0064] At this time, before starting monitoring, the system needs to ensure that the head-mounted display has been correctly connected and the related parameters such as resolution and refresh rate have been configured; the system also needs to configure the data collection module to ensure that it can capture the game display interface output by the head-mounted display in real time.

[0065] The system captures the game display interface in real time through the camera built-in the head-mounted display or screen capture software; the captured data is static image frames, video streams or compressed data packets, depending on the processing power and storage requirements of the system; the captured data is time-stamped for subsequent time synchronization and event correlation analysis.

[0066] Specifically, assume that 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 has been correctly connected to the computer, and the resolution and refresh rate have been set to the best state; at the same time, the data collection module has also been configured, ready to capture the game screen in real time.

[0067] In the shooting game, the player is fighting in a virtual urban environment; the system captures the game screen in real time through the camera built-in the VR headset, including the player-controlled character, the surrounding enemies, buildings and explosion effects, these pictures are transmitted to the data collection module in real time, and saved in the form of video stream.

[0068] Further, based on the user's game account, the user's past game records in the game database are determined, and the user's feedback information, game display interface and user's past game records are associated, realizing the subsequent control of the user's feedback information, game display interface and user's past game records.

[0069] At this time, the system first receives the user input game account information, which includes username, password, token or other identity verification methods; the system verifies whether the account information provided by the user is correct, which is completed by comparing 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, achievement.

[0070] Once the user account verification is successful, the system will retrieve the user's past game records in the game database according to the user's unique identifier (UID); the past game records include the user's game history, score, ranking, completed tasks, unlocked achievements, used characters or equipment; the system loads these records into memory for subsequent comparison and analysis with the user's current game behavior.

[0071] The system monitors and captures the user's feedback information in real time, which includes voice commands, gesture actions, facial expressions; at the same time, the system also captures and stores the game display interface, including the current game scene, the state of the user-controlled character, the position of the enemy; the system associates these feedback information, game display interface with the user's past game records, in order to analyze the changes and trends of user behavior.

[0072] Specifically, assume that a player named "Thunder Warrior" logs into a VR game called "Star Trek"; during the game startup process, the system prompts "Thunder Warrior" to input his game account and password; after input, the system verifies these information and compares with the database on the game server; after verification succeeds, the system obtains the user information of "Thunder Warrior", including his UID, nickname, level and unlocked achievements.

[0073] In the "Star Trek" game, the system retrieves the past records of "Thunder Warrior" in this game, which shows that "Thunder Warrior" has completed multiple tasks before, unlocked several advanced spaceships, and established bases on multiple planets; the system loads these records into memory, ready to compare with "Thunder Warrior's" current game behavior.

[0074] In the "Star Trek" game, the system monitors "Thunder Warrior's" voice commands and gesture actions 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 fighting with a group of enemy ships; the system associates these feedback information, game display interface with "Thunder Warrior's" past game records, and finds that "Thunder Warrior" has also encountered similar battle scenes before, and successfully used the same tactical strategy.

[0075] At this time, "Thunder Warrior" logs into the "Star Trek" game and inputs his game account and password; the system verifies these information and retrieves "Thunder Warrior's" past records in this game; then, the system monitors and captures "Thunder Warrior's" feedback information and game display interface in real time, and associates these information with his past game records; in this way, the system can analyze "Thunder Warrior's" game behavior changes, tactical strategies and growth process in the game, providing valuable user behavior data for game developers.

[0076] Therefore, multiple switching combinations are formed according to the user's feedback information, game display interface and user's past game records, and switching information is determined according to the multiple switching combinations, the name of the game and the information matching table, which covers multiple switching signals presented by the user within a preset time period, ensuring the accuracy of the switching information.

[0077] At this point, the feedback information of the user, the game display interface, and the user's past game records are introduced. Optionally, the system first collects the user's feedback information, which includes voice commands, hand gestures, facial expressions, and these information reflects the user's real-time intentions and interactive needs during the game process. At the same time, the system captures and stores the game display interface, including the current game scene, character status, enemy position, and task progress, which provides a comprehensive view of the game state. The system also accesses the user's past game records to understand the user's gaming habits, preferences, and achievements, which helps to predict the user's behavior path. The system integrates these data together to form a comprehensive user behavior dataset.

[0078] Based on the collected data, the system attempts to form multiple switching combinations, which represent the user's behavior path or decision points in different game states, such as from exploration to combat, from using normal attacks to releasing special skills. By analyzing the user's feedback information, game display interface, and past game records, the system identifies the user's next actions and combines them into different switching paths.

[0079] 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 signal and switching information. Once a match is found, the system determines the switching information presented by the user within a preset time period, which includes the user's intentions, behavior path, and game state changes.

[0080] Specifically, in a RPG game called "Magic Epoch", the player "Dark Night Mage" is exploring a mysterious dungeon. The system collects the "Dark Night Mage's" voice commands (such as "use fireball attack the enemy in front"), hand gestures (such as waving arms to release magic), and facial expressions (such as a focused expression indicating that a powerful spell is being cast). At the same time, the system captures the game display interface, showing that the "Dark Night Mage" is facing a group of skeleton warriors, with moderate character blood volume and sufficient magic power. The system also accesses the "Dark Night Mage's" past game records and finds that he is good at using magic attacks and has successfully defeated enemies in similar scenarios.

[0081] In the "Magic Epoch" game, based on the "Dark Night Mage's" current state (facing enemies, sufficient magic power) and past game records (good at using magic attacks), the system forms several switching combinations: 1) continue to use fireball attacks on enemies; 2) switch to more powerful lightning spells to quickly eliminate enemies; 3) use healing spells to restore character blood volume to deal with long-lasting battles.

[0082] In the game of "Magic Era", the system compares the formed switching combinations with the information matching table; considering that the "Dark Night Mage" is currently facing a group of weaker enemies and has sufficient magic power, the system determines that the most matching switching information is "use fireball to attack the front enemy", as this is an efficient and magic power saving strategy; at the same time, the system also notices that the "Dark Night Mage" has successfully used fireball in similar scenarios in the past, which further enhances the credibility of this switching information.

[0083] In this specific example, the "Dark Night Mage" explores the dungeon in the game of "Magic Era", and the system collects his feedback information, game display interface and past game records in real time; based on these data, the system forms multiple switching combinations and compares them with the information matching table, finally determines "use fireball to attack the front enemy" as the most matching switching information, which not only reflects the current intention and behavior path of the "Dark Night Mage", but also optimizes and predicts based on his past game records, providing a more intelligent and personalized user experience for the game;

[0084] Reference Figure 4 In step S13, multiple sub-switching items are formed according to the division of switching information, and a dynamic switching mechanism is determined according to the multiple sub-switching items, the game content displayed by the game display interface and the virtual scene of the game;

[0085] In the specific implementation process of the present application, the specific steps are as follows:

[0086] S131: Determine the division logic of switching information based on switching information, corresponding time nodes and game keywords, and trigger the division of switching information according to the division logic to form multiple sub-switching items;

[0087] S132: Determine the switching order of multiple sub-switching items according to the switching content of multiple sub-switching items, the priority of multiple sub-switching items and the order matching table;

[0088] S133: Trigger the execution of multiple sub-switching items in sequence along the switching order, and collect the game content displayed by the game display interface and the virtual scene of the game, and determine the dynamic switching mechanism according to the multiple training of multiple sub-switching items, the game content displayed by the game display interface and the virtual scene of the game.

[0089] In the embodiments of the present application, the division logic of the switching information is determined based on the switching information, the corresponding time nodes and the game keywords, and the division of the switching information is triggered according to the division logic to form a plurality of sub-switching items, which is compatible with the overall consideration of the switching information, the corresponding time nodes and the game keywords, ensures the accuracy of the division logic of the switching information, and introduces a plurality of sub-switching items.

[0090] At this time, the switching information, the corresponding time nodes and the game keywords are introduced, the switching information is obtained from the user's feedback information, the game display interface and the past game records, and represents the user's game intention or behavior path in a certain time period; it is a complex instruction or a set of related operations; the corresponding time node is the time point at which the switching information occurs or should be executed, which is crucial for determining the urgency and execution order of the switching information; at the same time, 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.

[0091] The system needs to analyze the relationship between the switching information, the time nodes and the game keywords to determine how they interact and influence each other, which 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 relationship, the system forms a set of division logic, which divides the switching information into a plurality of more specific, more easily executed and operated sub-switching items; the division logic considers the hierarchical structure of the switching information, the order of the time nodes and the relevance of the game keywords.

[0092] According to the determined division logic, the system triggers the division process of the switching information, which includes identifying the components of the switching information, assigning them to different sub-switching items, and assigning each sub-switching item with corresponding execution parameters and conditions; finally, the system forms a plurality of sub-switching items, each of which represents a specific behavior or operation in the switching information, and these sub-switching items have a clear execution order, conditions and targets, providing clear guidance for the subsequent execution of the game.

[0093] Specifically, assuming that in a real-time strategy game named "StarCraft", the user issues the following switching information: "Build a starport within 10 minutes and prepare two scout ships for patrol;"

[0094] Switching information: build a starport and prepare a scout ship for patrol; corresponding time node: within 10 minutes; game keywords: starport, scout ship, patrol.

[0095] The system analyzes the following based on these elements:

[0096] Building an interstellar port is a prerequisite for preparing reconnaissance ship patrols, and the time node limits the urgency of the entire process; divide the switching information into two sub-switching projects: 1) build an interstellar port; 2) prepare reconnaissance ship patrols; the construction of the interstellar port should be completed within 10 minutes, and the preparation of the reconnaissance ship patrol should be carried out immediately after the completion of the interstellar port. According to the division logic, the system triggers the division of switching information to form the following two sub-switching projects:

[0097] Sub-switching project 1: build an interstellar port;

[0098] Execution condition: start immediately after the start of game time;

[0099] Execution goal: complete the construction of the interstellar port within 10 minutes;

[0100] Sub-switching project 2: prepare reconnaissance ship patrols;

[0101] Execution condition: after the completion of the interstellar port;

[0102] Execution goal: build two reconnaissance ships and set them to patrol in designated areas;

[0103] In this way, the system successfully divides the complex switching information into multiple specific and easy-to-execute sub-switching projects, providing clear guidance for the subsequent execution of the game.

[0104] Further, according to the switching content of multiple sub-switching projects, the priority of multiple sub-switching projects, and the order matching table, the switching order of multiple sub-switching projects is determined, realizing the precise control of the switching order of multiple sub-switching projects.

[0105] At this point, the switching content of multiple sub-switching projects, the priority of multiple sub-switching projects, and the order matching table are introduced, the switching content is the specific behavior or operation described by each sub-switching project, which defines the core task and goal of the sub-switching project; the priority is determined according to the game logic, user intent, task urgency, and in-game influence, used to represent the relative importance between sub-switching projects; the priority is high, medium, low, or represented by a numerical value; the order matching table is a predefined table or rule set that guides the execution order of sub-switching projects; it takes into account various factors within the game, such as resource allocation, time constraints, enemy positions, and task dependencies.

[0106] The system needs to analyze the content of the order matching table, understand the rules, conditions, and dependencies defined therein, and how they apply to the current set of sub-switch items; based on the switch content, priority, and analysis of the order matching table, the system determines the execution order of each sub-switch item, which includes identifying dependencies between tasks, considering conflicts in priority, and balancing resource demands between different tasks; the switch order is a linear execution sequence that also contains conditional branches or loop structures to adapt to in-game dynamic changes; optionally, after determining the switch order, the system needs to adjust and optimize it based on real-time events occurring within the game or new instructions from the user, which includes re-evaluating priorities, adjusting execution order, or adding new sub-switch items.

[0107] Specifically, assume in a strategy tower defense game called "Kingdom Defense", the system has divided the following three sub-switch items based on user instructions and game state:

[0108] Sub-switch item A: Upgrade the defense towers of the main castle;

[0109] Switch content: Increase the attack power and range of defense towers; Priority: High (because the main castle is the core of defense);

[0110] Sub-switch item B: Build a new arrow tower on the right side of the map;

[0111] Switch content: Build and activate the arrow tower at the designated location; Priority: Medium (because the right side is a common attack route for enemies);

[0112] Sub-switch item C: Send knights to patrol the central area of the map;

[0113] Switch content: Command the knights to move within the designated area to detect and repel potential enemies; Priority: Low (because the patrol task is relatively secondary, and it is executed after other defensive measures are in place).

[0114] At the same time, there is an order matching table in the game, which defines the following rules: high-priority tasks are executed first; if multiple tasks have the same priority, the task that has the greatest impact on the current state of the game is executed first; consider the dependencies between tasks to ensure that a task is executed only after its dependent tasks have been completed.

[0115] Based on this information, the system determines the following switching sequence: first, execute sub-switch item A: since the defense tower upgrade of the main castle has the most direct and significant impact on the current state of the game, and has the highest priority; then execute sub-switch item B: after the defense tower upgrade is completed, the system immediately builds a new arrow tower on the right side of the map to strengthen the defense capability of this area; although the priority is slightly lower than A, considering the common attack route of the enemy, its importance cannot be ignored; finally, execute sub-switch item C: after the defense tower and arrow tower are in place, the system only sends the knight to patrol the central area of the map, which is relatively secondary, and is executed after other defense measures are in place.

[0116] In this way, the system determines a reasonable and efficient switching sequence based on the switching content, priority, and sequence matching table of sub-switch items, to ensure the smooth progress of the game and the satisfaction of the user.

[0117] Therefore, along the switching sequence, the execution of multiple sub-switch items is triggered in turn, and the game content displayed by the game display interface and the virtual scene of the game are collected, and the dynamic switching mechanism is determined based on multiple sub-switch items, the game content displayed by the game display interface, and the virtual scene of the game, ensuring the accuracy of the dynamic switching mechanism.

[0118] At this time, the system first determines a switching sequence, which defines the order of execution of multiple sub-switch items; the switching sequence 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 sequence, which includes updating game content, switching virtual scenes, playing character animations, and triggering sound effects.

[0119] 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 point; when the system detects that the execution conditions of a sub-switch item are met, it automatically triggers the execution of the item, which involves updating game data, rendering new virtual scenes, and playing character animations.

[0120] During the execution of sub-switch items, the system collects the game content displayed by the game display interface and the virtual scene of the game in real time, which includes the position, state, interactive objects of the character, the lighting, color, and texture information of the scene.

[0121] For the dynamic switching mechanism, the system uses the collected game content, virtual scene, 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 association and rules between different sub-switch items, game content, and virtual scenes. Based on the training results, the system determines a dynamic switching mechanism that can automatically adjust the switching order and execution of sub-switch items according to the current game state and user behavior to provide the best gaming experience.

[0122] Specifically, assume that a space adventure game called "Star Expedition" is being developed; a switching order is defined to control the player to start from Earth, pass through the solar system, and finally reach a distant planet for exploration; in this order, multiple sub-switch items are defined, such as "start spaceship", "enter solar system", "encounter asteroid belt", "pass through wormhole".

[0123] The system triggers the execution of these sub-switch items in the defined switching order; for example, when the player clicks the "start spaceship" button, the system will trigger the spaceship start animation and sound effects, and update the game data to reflect the state of the spaceship; during the spaceship's journey through the solar system, the system collects real-time data on the game display interface, such as the spaceship's position, speed, current star system information, and virtual scene data, such as star system color, texture, and lighting effects.

[0124] 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 association between different sub-switch items, such as "start spaceship" followed by "enter solar system", and "encounter asteroid belt" requiring the player to perform evasion 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 improve player immersion.

[0125] Finally, the system determines a dynamic switching mechanism that can automatically adjust the switching order and execution of sub-switch items based on the player's current position, speed, and task progress information; for example, if the player encounters an emergency while passing through the wormhole, the system will automatically trigger an emergency escape sub-switch item to ensure the player's safety and the continuity of the game; in this way, the system can provide players with a more dynamic, interesting, and challenging gaming experience.

[0126] In one embodiment of the present application, assume 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; create a switching action matching table as follows:

[0127]

[0128] In this switching action matching table, each row represents a switching rule; when the system detects that the sub-switching items (such as "the player reaches a certain location"), the game content (such as "the player reaches an ancient ruin"), and the virtual scene features (such as "the environmental features of the ancient ruin") match, it will perform the corresponding switching action (such as "triggering the plot dialogue A"); in this way, the switching mechanism is dynamically adjusted according to the real-time state of the game, ensuring the smoothness of the game and the immersion of the player.

[0129] Reference Figure 5 In step S14, under the dynamic switching mechanism, the final virtual scene is determined based on the multiple virtual scenes of the game, the user's favorite features of the game, and the user's gesture signal;

[0130] In the specific implementation process of the present application, the specific steps are:

[0131] S141: Under the dynamic switching mechanism, the multiple virtual scenes of the game are collected, and the user's favorite features of the game are determined according to the dynamic traversal of the user and the game;

[0132] S142: Determine the user's gesture signal based on the user's dynamic gesture and the gesture matching table;

[0133] S143: Determine the first scene selection parameter according to the multiple virtual scenes of the game and the user's favorite features of the game, determine the second scene selection parameter according to the multiple virtual scenes of the game and the user's gesture signal, and determine the final virtual scene based on the first scene selection parameter, the second scene selection parameter, and the multiple virtual scenes.

[0134] In the embodiments of the present application, under the dynamic switching mechanism, the multiple virtual scenes of the game are collected, and the user's favorite features of the game are determined according to the dynamic traversal of the user and the game, ensuring the accuracy of the user's favorite features of the game.

[0135] At this time, during the running 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 operation, and the preset strategy; the system will collect and record the information of each switched virtual scene in this process, including but not limited to the type of the scene, the environmental features, the included game elements (such as enemies, props, puzzles), and the user's behavior data in the scene.

[0136] The user's behavior in the game constitutes a dynamic traversal process, which includes the user's movement in the scene, interaction with game elements, solving puzzles, defeating enemies; the system will record these behavior data and analyze the user's behavior patterns, preferences, and difficulties or challenges in different scenes.

[0137] 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 behavior; through this process, the system can identify the user's preference characteristics for the game, such as preferred scene types (such as exploration, combat, puzzle solving), game element preferences (such as powerful enemies, hidden props, complex puzzles), and the user's behavior style in the game (such as aggressive, conservative, exploratory).

[0138] Specifically, assume that in an adventure game called "Mysterious Sea", the user is experiencing multiple chapters of the game, each containing different virtual scenes, such as a tropical rainforest, an ancient ruin, and a city street.

[0139] During the game running process, the dynamic switching mechanism will switch scenes in real time according to the user's operation and game progress; for example, after the user completes a treasure hunting task in the tropical rainforest, the scene will switch to the ancient ruin to start a new adventure; the system collects information about the tropical rainforest and ancient ruin scenes during this process, including environmental characteristics of the scene (such as vegetation density, architectural style), game elements contained (such as enemy types, puzzle difficulty), and user behavior data in the scene (such as number of battles, puzzle solving time).

[0140] The user's behavior in the game constitutes a dynamic traversal process; for example, in the tropical rainforest scene, the user frequently fights with enemies and successfully finds hidden treasures; while in the ancient ruin scene, the user is more focused on puzzle solving and exploration; 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 ruin scene, the user pays more attention to puzzle solving and exploration.

[0141] Based on the collected virtual scene information and the user's dynamic traversal data, the system uses machine learning methods to model and analyze the user's behavior; through this process, the system identifies the user's preference characteristics for the game: the user prefers game scenes with challenging and combat elements (such as the tropical rainforest), while also liking puzzle solving and exploration (such as the ancient ruin), these preference characteristics will be used in subsequent game design and personalized recommendations.

[0142] Through this example, we see how the S141 step collects virtual scene information, analyzes user behavior, and determines user preference characteristics for the game during the game running process, which is important for subsequent game optimization, personalized recommendations, and improving user experience.

[0143] Further, based on the user's dynamic gestures and the gesture matching table, the user's gesture signal is determined, the user's dynamic gestures and the gesture matching table are matched, the accuracy of the user's gesture signal is ensured, and the switching signal is clear.

[0144] At this time, the system captures the user's dynamic gestures in real time through the camera or other sensor devices, which are the movements of the fingers, the rotations of the wrists, and the swings of the arms, depending on the requirements of the game or application; During the capture process, the system records the trajectory, speed, and direction of the gestures for subsequent analysis and matching.

[0145] The gesture matching table is a predefined database that contains various known gestures and their corresponding signals or instructions, which are operation instructions within the game (such as jumping, attacking, selecting) and 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, the execution condition, and the triggering action.

[0146] 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's gesture, and determine the operation or instruction that the user wants to perform accordingly. Once the user's gesture signal is identified, the system will confirm the accuracy and reliability of the signal, which requires additional verification steps such as user confirmation, 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.

[0147] 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 records the trajectory, speed, and direction of the motion.

[0148] In this game, the gesture matching table contains various boxing actions and their corresponding instructions; for example, straight punch (quickly punch forward), hook punch (punch from bottom to top), defense (protect head with both hands); Each gesture has a detailed description and execution condition, such as straight punch needs to be quickly punched forward, and the fist needs to be fully extended.

[0149] When the user makes a fist-punching action, the system compares it with the known gestures in the gesture matching table; through feature extraction and pattern matching, the system identifies that the user's gesture is most similar to a straight punch action; after the system confirms that the user's gesture signal is a straight punch, it will perform the corresponding in-game operation, such as making the game character perform a straight punch attack; at the same time, the system will provide visual feedback to the user, such as displaying an animation effect of hitting an enemy, and sound feedback, such as a punching sound effect and a score prompt.

[0150] Through this example, it can be seen how the S142 step captures the user's dynamic gesture, compares it with the gesture matching table, and determines the user's gesture signal, which is of great significance for implementing gesture-based interaction and control, especially in virtual reality and augmented reality scenarios.

[0151] Therefore, according to the first scene selection parameter determined based on the user's preference characteristics for the game and the multiple virtual scenes of the game, and the second scene selection parameter determined based on the user's gesture signal and the multiple virtual scenes of the game, the final virtual scene is determined based on the first scene selection parameter, the second scene selection parameter, and the multiple virtual scenes, which takes into account the first scene selection parameter, the second scene selection parameter, and the multiple virtual scenes, ensuring the accuracy of the final virtual scene.

[0152] At this time, the first scene selection parameter and the second scene selection parameter are introduced. For the first scene selection parameter, the first scene selection parameter is determined based on the user's preference characteristics for the game and the multiple virtual scenes of the game. At the same time, the system first comprehensively examines the multiple virtual scenes provided in the game, which are characterized by environmental atmosphere, task type, and difficulty level. The system scores or ranks each virtual scene based on the user's preference characteristics collected and analyzed previously (such as preferred game style, task difficulty, and scene elements). Based on the above analysis, the system generates one or more first scene selection parameters, which are represented as a priority list, a score matrix, or a probability distribution of the scenes, to guide subsequent scene selection.

[0153] For the second scene selection parameter, the second scene selection parameter is determined based on the user's gesture signal and the multiple virtual scenes of the game. At the same time, the system captures and analyzes the user's signals sent through gestures in real time, which represent the specific operations the user wants to perform or the preferences the user wants to express. The system associates the user's gesture signal with the virtual scenes in the game according to pre-set rules or methods. For example, a certain gesture represents the user's desire to enter a more challenging scene or a preference for exploratory tasks. Based on the analysis and association of the gesture signal, the system generates the second scene selection parameter, which is represented as a specific scene label, a conditional expression, or a weight adjustment, to further refine scene selection.

[0154] The system will comprehensively evaluate the first scene selection parameter and the second scene selection parameter, taking into account user preferences, gesture signals, and characteristics of the scene itself, in order to determine the final virtual scene; once the final virtual scene is determined, the system will perform the corresponding scene switching operation, guiding the user to the scene and preparing to start a new game experience.

[0155] Specifically, assuming that in a adventure game called "Star Trek", the user is exploring different planets in the universe; for the first scene selection parameter, there are multiple virtual planet scenes in the game, each with its unique ecosystem, civilization relics 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 relics but with low difficulty tasks gets a higher score; the generated first scene selection parameter is a planet priority list, with the user's preferred planets at the top.

[0156] For the second scene selection parameter, the user expresses his preference through a gesture signal, such as making a gesture indicating "exploration"; the system analyzes this gesture signal and associates it with the planet scenes in the game; in this example, the gesture signal represents the user's desire to explore a planet full of unknown and mysterious elements; the generated second scene selection parameter is a specific scene label (such as "mysterious relic planet") or a weight adjustment (increasing the weight of exploration nature planets).

[0157] The system comprehensively evaluates the first scene selection parameter and the second scene selection parameter and finds that there is a planet that meets both the user's preference characteristics (such as liking to explore unknown civilizations) and the user's gesture signal (indicating a desire to explore mysterious elements); therefore, the system decides to make this planet the final virtual scene and performs the scene switching operation, guiding the user to the planet to start a new exploration journey.

[0158] Through this example, we see how the S143 step determines the final virtual scene by combining the user's preference characteristics for the game, gesture signals, and multiple virtual scenes of the game, providing a more personalized and interactive game experience for the user.

[0159] In an embodiment of the present application, a virtual scene matching table is constructed according to the user's preference characteristics for the game (such as game style, task type, difficulty level); this virtual scene matching table is a two-dimensional table, with one row representing a preference characteristic and one column representing a virtual scene; each cell in the table represents the matching degree of the preference characteristic and the virtual scene, represented by a number (such as a score of 1-10) or a level (such as high, medium, low). The virtual scene matching table matches the table:

[0160]

[0161] For the first scene selection parameter, the score or weight of each virtual scene is calculated according to the user's preference feature of the game and the matching table, which is realized by weighted summation or average of each cell in the matching table; according to the calculation result, virtual scene A has the highest score, so it becomes the first choice of the first scene selection parameter.

[0162] For the second scene selection parameter, a matching table of virtual scenes is constructed according to the user's gesture signal, which represents the association between the operation or preference expressed by the user through gestures and the virtual scene. The final virtual scene is determined by combining the first and second scene selection parameters, which is realized by weighted summation or average of the two parameters, or decision according to specific rules (such as giving priority to the scene with the highest score);

[0163] The first scene selection parameter prefers virtual scene A; the second scene selection parameter prefers virtual scene A; by combining the two parameters, virtual scene A is finally determined as the next game scene to be experienced by the user.

[0164] Through the above steps and examples, it can be seen how to determine the final virtual scene by combining the user's preference feature of the game, gesture signal and multiple virtual scenes of the game. This method provides a more personalized and interactive game experience for the user.

[0165] Reference Figure 6 In step S15, the game display interface after switching is determined according to the final virtual scene, the game content displayed by the game display interface and the virtual form of the user;

[0166] In the specific implementation process of the present application, the specific steps are as follows:

[0167] S151: Determine the virtual form of the user based on the personal information of the user, the form information of the user and the current image of the user, and determine the game content displayed by the game display interface according to the detection of the game display interface;

[0168] S152: Determine the primary switching of the game display interface according to the final virtual scene and the game content displayed by the game display interface, to output the primary game display interface;

[0169] S153: Determine the advanced switching of the game display interface according to the primary game display interface and the virtual form of the user, and determine the game display interface after switching according to the synthesis of the primary game display interface and the virtual form of the user.

[0170] In the embodiments of the present application, the virtual appearance of the user is determined based on the personal information of the user, the appearance information of the user, and the current image of the user, and the game content displayed by the game display interface is determined according to the detection of the game display interface, and the virtual appearance of the user and the game content displayed by the game display interface are introduced.

[0171] At this time, the personal information of the user is collected, 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 appearance model, which is a three-dimensional human body model used to simulate the real body shape and appearance of the user.

[0172] At the same time, according to the appearance information and preferences of the user, the system adjusts and optimizes the preliminary appearance model; for example, if the user prefers a slim and long body type, the system will adjust the body proportions of the model to meet this preference. After adjustment and optimization, the system generates a final virtual appearance, which will serve as the user's avatar or character in the game.

[0173] The system captures the current image of the user in real time through a camera or other image capture device; using image processing technology, the system extracts the facial features of the user from the captured image, such as the shape and position of the eyes, nose, and mouth; the system maps these extracted facial features onto the previously generated virtual appearance to ensure that the face of the virtual appearance is similar to the real face of the user; as needed, the system will also adjust the facial details of the virtual appearance to further improve the similarity or meet the specific preferences of the user.

[0174] The system monitors and analyzes the current game display interface in real time, which includes the layout of the interface, the position and state of the elements (such as characters, enemies, props); by analyzing the data of the game display interface, the system determines the current game content, such as the ongoing tasks, interactive objects, and background stories; based on the analyzed game content, the system prepares the corresponding interaction logic and animation effects to ensure that the virtual appearance of the user can naturally interact with the game content.

[0175] Specifically, assume that the user is a young man who is playing a role-playing game called "Fantasy Journey"; the system collects the personal information of the user, including age (25 years old), gender (male), height (180 cm), weight (75 kg), body type preference (muscular type), facial feature preference (deep eyes, short hair); based on this information, the system generates a preliminary three-dimensional male human body model and adjusts its body proportions and muscle lines to meet the user's preference for a muscular body type.

[0176] The user captures their current image through the in-game camera function; the system extracts the user's facial features from the image, such as deep eyes and short hair contours, and maps these features onto the previously generated virtual form; to further improve similarity, the system also adjusts the facial details of the virtual form, such as eye color and eyebrow shape.

[0177] The game display interface is showing a forest scene, and the user (in a virtual form) is searching for a hidden treasure; the system detects and analyzes the game display interface in real time to determine the location of the treasure, interactive objects (such as trees and 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 emits a faint light and displays a prompt message.

[0178] Through the S151 step, the system can generate a personalized virtual form according to the user's personal information, form information and current image, and real-time detection and analysis of the game display interface to determine the game content, thereby providing a more immersive and personalized game experience for the user.

[0179] Further, according to the final virtual scene and the game content displayed by the game display interface, the primary switching of the game display interface is determined to output the primary game display interface, realizing the primary switching of the game display interface.

[0180] At this time, the system first loads all the relevant data of the final determined virtual scene, which includes the terrain, buildings, vegetation, 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 rendering efficiency and visual effects, which includes reducing unnecessary polygon number, optimizing texture mapping, adjusting lighting and shadow effects.

[0181] The system extracts the current game state information from the game display interface, which includes the position, orientation, health, and task progress of the character; the system determines the position and state 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 game elements can correctly respond to user input and operations.

[0182] The system combines the final virtual scene with the game content of the current game display interface, which includes placing characters, enemies, and prop elements in the correct positions in the virtual scene and adjusting their orientations and states to match 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.

[0183] Specifically, assume that the user is playing an adventure game called "Magic Kingdom" and has completed the previous task and is now preparing to enter a new virtual scene, a mysterious castle. The system loads all relevant data for the castle scene, including the terrain, architecture, vegetation, and weather effects of the castle. Then, the system uses this data to build a three-dimensional castle model and optimizes the model to improve rendering efficiency and visual effects.

[0184] The system extracts the user's character's position, orientation, health, and task progress information 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.

[0185] The system combines the castle scene with the current game content, places the user's character at the entrance of the castle, and adjusts its orientation to face the castle's 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 match the current game state. Then, the system uses three-dimensional rendering technology to render the combined scene and game content into a primary game display interface and outputs it to the screen. At this point, the user sees themselves (in the form of a game character) standing in front of the castle's gate, ready to enter the castle for a new adventure.

[0186] Through the S152 step, the system can determine the primary switching 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.

[0187] Therefore, according to the primary game display interface and the user's virtual form, the system determines the high-level switching of the game display interface, and according to the synthesis of the primary game display interface and the user's virtual form, the system determines the switched game display interface, which realizes the further switching of the primary game display interface and ensures the accuracy of the switched game display interface.

[0188] 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 fluency 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 lack of vividness in the character's expression, the unnatural lighting effect of the scene, and the lack of timely interaction feedback.

[0189] The system adjusts the animation effects of the characters based on 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 consistent with the user's form and the game's logic; the system optimizes the details in the scene, such as adjusting the density and color of the vegetation, improving the lighting effects of the buildings, and increasing the weather changes, to improve 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 increasing environmental sound effects and background music.

[0190] The system integrates the adjusted and optimized character animations, scene details, and interaction experience elements into the primary game display interface; using advanced rendering techniques, 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.

[0191] Specifically, suppose the user is playing an adventure game called "Mysterious Ruins" and has entered an ancient ruin scene through the primary game display interface; the system evaluates the primary game display interface and finds that the character's expression is slightly stiff, the lighting effect of the scene is too dark in some areas, and the feedback when the character interacts with the traps in the ruins is not obvious enough.

[0192] Based on the evaluation results, the system performs a high-level switch; first, the system adjusts the animation effects of the characters, making their expressions more rich and vivid, especially when discovering treasures or encountering enemies; second, the system optimizes the lighting effects of the scene, increasing the reflection and refraction of light on the walls and ground of the ruins, making the scene look more realistic and three-dimensional; finally, the system enhances the interaction experience between the character and the traps in the ruins, providing obvious visual and audio feedback when the character triggers a trap to increase the tension and excitement of the game.

[0193] The system fuses the adjusted and optimized character animation, scene details and interactive experience elements into the primary game display interface and renders it into the final game display interface using advanced rendering techniques; at this time, the user sees a more vivid, real and exciting ruin scene, the character shows more rich expressions and actions in the exploration process, and the interactive experience of the trap is more exciting and nervous; the final game display interface provides the user with a more immersive and unforgettable game experience.

[0194] Through the S153 step, the system can perform advanced switching and synthesis according to the primary game display interface and the virtual form of the user, thereby providing the user with a final game display interface with high-quality visual effects, smooth animation performance and rich interactive experience.

[0195] In an embodiment of the present application, it is assumed that there is a matching table listing different combinations of primary interfaces (such as "forest scene", "city scene") and user virtual forms (such as "warrior", "mage"), as well as corresponding switching logic and synthesis effects.

[0196] When the system detects that the primary interface is "forest scene" and the user virtual form is "warrior", it will add battle animation according to the matching table and adjust the scene lighting to highlight the battle atmosphere, thereby synthesizing a game display interface that meets this combination.

[0197] Please refer to Figure 7 , Figure 7 is a structural composition diagram of the game display picture dynamic switching system based on user feedback in the embodiment of the present application; the game display picture dynamic switching system based on user feedback comprises:

[0198] The feedback information module 21 is configured to determine the feedback information of the user based on the voice interaction information of the user to the head-mounted display and the dynamic gesture of the user in the virtual interactive scene.

[0199] The switching information module 22 is configured to determine the switching information based on the feedback information of the user, the game display interface and the past game record of the user.

[0200] The dynamic switching mechanism module 23 is configured 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 by the game display interface and the virtual scene of the game.

[0201] The virtual scene module 24 is configured to determine the final virtual scene based on the plurality of virtual scenes of the game, the favorite features of the user to the game and the gesture signal of the user under the dynamic switching mechanism.

[0202] The game display module 25 is configured to determine the game display interface after switching according to the final virtual scene, game content displayed by the game display interface, and the virtual form of the user.

[0203] Any combination of the above technical features is possible. In order to make the description simple, all combinations of the technical features in the above embodiments are not described, however, as long as the combinations of the technical features do not contradict, they should be considered as the scope of the present disclosure.

Claims

1. A method for dynamically switching game display screens based on user feedback, the method comprising the steps of: receiving a user input; determining a user preference based on the user input; and switching a game display screen based on the user preference. The application comprises the following technical scheme: In a virtual interaction scene, feedback information of a user is determined based on voice interaction information of the user with a head-mounted display and dynamic gestures of the user, comprising: the user wears the head-mounted display and enters the virtual interaction scene; in the virtual interaction scene, an action image of the user is determined based on cooperative shooting of the head-mounted display and an external camera, and the dynamic gestures of the user are determined according to a hand position of the action image, a hand contour of the action image and past gesture records of the user; the voice interaction information of the user with the head-mounted display is determined based on dynamic interaction of the user with the head-mounted display, and the feedback information of the user is determined based on matching of the voice interaction information of the user with the head-mounted display, the dynamic gestures of the user and time; Switching information is determined based on the feedback information of the user, a game display interface and past game records of the user, comprising: the head-mounted display is monitored in real time, and the corresponding game display interface is collected; past game records of the user in a game database are determined based on a game account of the user, and the feedback information of the user, the game display interface and the past game records of the user are associated; multiple switching combinations are formed according to the feedback information of the user, the game display interface and the past game records of the user, and the switching information is determined according to the multiple switching combinations, a name of the game and an information matching table, the switching information covering multiple switching signals presented by the user within a preset time period; Multiple sub-switching items are formed according to division of the switching information, and a dynamic switching mechanism is determined according to the multiple sub-switching items, game content displayed by the game display interface and a virtual scene of the game, comprising: division logic of the switching information is determined based on the switching information, corresponding time nodes and game keywords, and the division of the switching information is triggered according to the division logic to form the multiple sub-switching items; switching order of the multiple sub-switching items is determined according to switching content of the multiple sub-switching items, priority of the multiple sub-switching items and a sequence matching table; execution of the multiple sub-switching items is triggered in sequence along the switching order, and game content displayed by the game display interface and the virtual scene of the game are collected, and the dynamic switching mechanism is determined according to multiple training of the multiple sub-switching items, the game content displayed by the game display interface and the virtual scene of the game; Under the dynamic switching mechanism, a final virtual scene is determined based on multiple virtual scenes of the game, favorite features of the user for the game and gesture signals of the user; A game display interface after switching is determined according to the final virtual scene, game content displayed by the game display interface and a virtual form of the user.

2. The method of claim 1, wherein, The application comprises the following technical scheme: Under the dynamic switching mechanism, multiple virtual scenes of the game are collected, and the favorite features of the user for the game are determined according to dynamic traversal of the user and the game. 3.The method of claim 2, wherein, The application comprises the following technical scheme: determine a gesture signal of the user based on a dynamic gesture of the user and a gesture matching table; determine a first scene selection parameter based on multiple virtual scenes of the game and a preference feature of the user for the game, determine a second scene selection parameter based on the multiple virtual scenes of the game and the gesture signal of the user, and determine a final virtual scene based on the first scene selection parameter, the second scene selection parameter, and the multiple virtual scenes.

4. The method of claim 1, wherein the user feedback is received through a user interface of the game. The determination of the switched game display interface based on the final virtual scene, game content displayed by the game display interface, and a virtual form of the user includes: determine the virtual form of the user based on personal information of the user, form information of the user, and a current image of the user, and determine the game content displayed by the game display interface based on detection of the game display interface.

5. The method of claim 1 or 4, wherein, The determination of the switched game display interface based on the final virtual scene, game content displayed by the game display interface, and a virtual form of the user includes: determine a primary switch of the game display interface based on the final virtual scene and the game content displayed by the game display interface, and output a primary game display interface; determine a high-level switch of the game display interface based on the primary game display interface and the virtual form of the user, and determine the switched game display interface based on a combination of the primary game display interface and the virtual form of the user.

6. A dynamic switching system for game display screens based on user feedback, characterized in that, The dynamic switching system of the game display interface based on user feedback is applied to the method of the dynamic switching system of the game display interface based on user feedback as claimed in any one of claims 1-5, and the dynamic switching system of the game display interface based on user feedback includes: a feedback information module configured to determine feedback information of the user based on dynamic gestures of the user and voice interaction information of the user with a head-mounted display in a virtual interactive scene, including: the user wearing the head-mounted display and entering the virtual interactive scene; determining a motion image of the user based on cooperative shooting of the head-mounted display and an external camera in the virtual interactive scene, and determining the dynamic gestures of the user based on a hand position of the motion image, a hand contour of the motion image, and past gesture records of the user; determining the voice interaction information of the user with the head-mounted display based on dynamic interaction of the user with the head-mounted display, and determining the feedback information of the user based on matching of the voice interaction information of the user with the head-mounted display, the dynamic gestures of the user, and time; a switching information module configured to determine switching information based on the feedback information of the user, a game display interface, and past game records of the user, including: monitoring the head-mounted display in real time and collecting the corresponding game display interface; determining the past game records of the user based on a game account of the user, and associating the feedback information of the user, the game display interface, and the past game records of the user; forming multiple switching combinations based on the feedback information of the user, the game display interface, and the past game records of the user, and determining the switching information based on the multiple switching combinations, a name of the game, and an information matching table, the switching information covering multiple switching signals presented by the user within a preset time period. The dynamic switching mechanism module is configured to form multiple sub-switching items according to the division of the switching information, and determine the dynamic switching mechanism according to the multiple sub-switching items, the game content displayed on the game display interface, and the virtual scene of the game. The dynamic switching mechanism module comprises: a division logic configured to determine the division of the switching information based on the switching information, the corresponding time node, and the game keyword, and trigger the division of the switching information according to the division logic to form the multiple sub-switching items; a switching sequence determination unit configured to determine the switching sequence of the multiple sub-switching items according to the switching content of the multiple sub-switching items, the priority of the multiple sub-switching items, and the order matching table; and a triggering unit configured to trigger the execution of the multiple sub-switching items in the switching sequence, and collect the game content displayed on the game display interface and the virtual scene of the game, and determine the dynamic switching mechanism according to the multiple sub-switching items, the game content displayed on the game display interface, and the multiple training of the virtual scene of the game. The virtual scene module is configured to determine the final virtual scene based on the multiple virtual scenes of the game, the favorite features of the user for the game, and the gesture signal of the user under the dynamic switching mechanism. The game display module is configured to determine the game display interface after switching according to the final virtual scene, the game content displayed on the game display interface, and the virtual form of the user.

Citation Information

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