Vehicle game interaction method and device, computer equipment and storage medium

By obtaining and processing posture sensing data, establishing a human posture model, controlling game characters and vehicle execution component actions, the problem of insufficient human-vehicle hardware combination in vehicle game interaction mode is solved, and a deeper gaming experience and interactive effect is achieved.

CN120242471APending Publication Date: 2025-07-04CHONGQING JINKANG NEW ENERGY VEHICLE CO LTD

Patent Information

Application Number
CN202510380196.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-28
Publication Date
2025-07-04

AI Technical Summary

Technical Problem

In the prior art, vehicle game interaction methods have not been effectively combined with human-vehicle hardware, and there is a lack of human-vehicle interactive experience.

Method used

By obtaining the attitude sensing data of the target person, a human posture model is established, and the movements of game characters and vehicle execution components are controlled based on the model to realize human-vehicle interaction.

Benefits of technology

It improves the interactive experience of the game, provides immersive game feedback, and enhances the user's sense of entertainment and fun.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention relates to a vehicle game interaction method and device, computer equipment and a storage medium. The method comprises the steps of obtaining posture sensing data of a target person; according to the posture sensing data, a human body posture model corresponding to a game role is obtained, and the game role is controlled to act based on posture parameters of the human body posture model; and according to the posture parameters of the human body posture model, an execution component of the vehicle is controlled to act. By means of the method, the problem that in the prior art, game interaction experience on a vehicle is poor is solved.
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Description

Technical Field

[0001] This application relates to the technical field of vehicle control, and particularly to a vehicle game interaction method, apparatus, computer device, and storage medium. Background Art

[0002] With the development of vehicle intelligence, the entertainment functions on vehicles are becoming increasingly rich, and currently, there are more and more game types suitable for vehicles.

[0003] In related technologies, when the entertainment system of a vehicle runs related games, it is still limited to the traditional image display method, without being combined with various vehicle hardware, and unable to provide an interactive experience between humans and vehicles. Summary of the Invention

[0004] Based on this, a vehicle game interaction method, apparatus, computer device, and storage medium are provided to improve the problem of poor game interaction experience on vehicles in the prior art.

[0005] On the one hand, a vehicle game interaction method is provided, including:

[0006] Obtaining attitude sensing data of a target person;

[0007] According to the attitude sensing data, obtaining a human body posture model corresponding to a game character, and controlling the actions of the game character based on the posture parameters of the human body posture model; and controlling the actions of the execution components of the vehicle according to the posture parameters of the human body posture model.

[0008] In one embodiment, the obtaining a human body posture model corresponding to a game character according to the attitude sensing data includes:

[0009] Obtaining the human body posture model according to the positions of the human key points in the attitude sensing data according to a preset scaling ratio;

[0010] The controlling the actions of the game character based on the posture parameters of the human body posture model includes:

[0011] Performing action mapping according to the human body posture model to control the actions of the game character.

[0012] In one embodiment, the controlling the actions of the execution components of the vehicle includes:

[0013] Controlling the suspension actions of the vehicle according to the posture parameters of the human body posture model, including:

[0014] Determining the model tilt angle relative to the vertical direction according to the torso angle of the human body posture model;

[0015] Determine the height of the vehicle suspension according to the model tilt angle so that the vehicle tilt angle corresponds to the model tilt angle.

[0016] In one embodiment, the controlling the suspension action of the vehicle according to the posture parameters of the human body posture model includes:

[0017] Determine the change in the model height according to the height of the human body posture model;

[0018] Determine the change in the height of the vehicle suspension according to the change in the model height so that the change in the vehicle height corresponds to the change in the model height.

[0019] In one embodiment, the controlling the suspension action of the vehicle according to the posture parameters of the human body posture model includes:

[0020] Determine whether the motion state of the target person changes according to the motion state of the human body posture model;

[0021] In the case where the motion state of the target person changes, determine the height difference of the vehicle suspension so that the height of the vehicle suspension corresponds to the height difference of the vehicle suspension.

[0022] In one embodiment, the controlling the action of the vehicle's execution component according to the posture parameters of the human body posture model, controlling the action of the vehicle's execution component, includes:

[0023] Determine the audio parameters of the audio player according to the posture parameters of the human body posture model;

[0024] Control the audio player to play according to the audio parameters.

[0025] In one embodiment, the controlling the action of the vehicle's execution component according to the posture parameters of the human body posture model, controlling the action of the vehicle's execution component, includes:

[0026] Determine the vibration frequency and / or vibration intensity of the vehicle body according to the posture parameters of the human body posture model;

[0027] Control the vehicle body vibration according to the vibration frequency and / or vibration intensity.

[0028] On the other hand, a vehicle game interaction device is provided, and the device includes:

[0029] An acquisition module, configured to acquire the posture sensing data of the target person;

[0030] A processing module, configured to obtain a human body posture model corresponding to the game character according to the posture sensing data;

[0031] A game module, used for controlling the action of the game character based on the posture parameters of the human body posture model;

[0032] The vehicle control module is used to control the movement of the vehicle's execution components according to the posture parameters of the human body posture model.

[0033] In another aspect, a computer device is provided, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the method is implemented when the processor executes the computer program.

[0034] A computer-readable storage medium is also provided, on which a computer program is stored, and when the computer program is executed by a processor, the method described above is implemented.

[0035] The above-mentioned vehicle game interaction method, device, computer equipment and storage medium obtain the posture sensing data of the target person to obtain the human posture model corresponding to the game character, and control the action of the game character based on the posture parameters of the human posture model to realize the control of the game character by human posture. On the other hand, according to the posture parameters of the human posture model, the action of the vehicle's execution components is controlled to realize the control of the vehicle by human posture, and the interaction between the vehicle and the character is realized while playing the game. BRIEF DESCRIPTION OF THE DRAWINGS

[0036] Figure 1 A schematic diagram of a process flow of a vehicle game interaction method in one embodiment;

[0037] Figure 2 is a structural block diagram of a vehicle game interactive device in one embodiment;

[0038] Figure 3 FIG. 4 is a diagram showing the internal structure of a computer device in one embodiment. DETAILED DESCRIPTION

[0039] In order to make the purpose, technical solution and advantages of the present application more clearly understood, the present application is further described in detail below in conjunction with the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain the present application and are not used to limit the present application.

[0040] With the advent of the "smart connected car" era, the car entertainment industry is rapidly maturing and developing. Games can provide entertainment for users, help drivers and passengers pass the time and increase fun.

[0041] Nowadays, there are more and more types of car-based games, but there is no human-vehicle interaction method that can capture human posture, integrate the inside and outside of the game, and link the vehicle to control the vehicle.

[0042] The vehicle game interaction method provided by this application, in one embodiment, is applied to the process of a motion-sensing game and can achieve dancing with the vehicle. For example, Figure 1 as shown, it includes the following steps:

[0043] Step 110, obtain the posture sensing data of the target person.

[0044] The target person is the user currently playing the game. The target person can be outside the vehicle or inside the vehicle. In actual implementation, the posture sensing of the target person can be collected by means of sensors such as the vehicle's camera and optics. Exemplarily, when using a camera for collection, the camera continuously captures images containing the target person, and the image data is used as the posture sensing data. Another example is that when the target person is outside the vehicle, an assisted driving system integrated with components such as millimeter-wave radar and lidar is called, and the radar emits laser beams or millimeter waves, and uses the time and intensity of their reflection back to obtain the three-dimensional spatial position information of the target object. By transmitting and receiving laser beams or millimeter waves, features such as the contours, shapes, and movement trajectories of various objects including the human body can be obtained. Using these features, the vehicle can accurately capture the posture sensing data of the human body in real time.

[0045] Step 120, obtain the human body posture model corresponding to the game character according to the posture sensing data, and control the actions of the game character based on the posture parameters of the human body posture model.

[0046] In some implementation manners, the games being run come from external devices accessing the vehicle entertainment system; or the entertainment system presets some games and can be upgraded by OTA (Over the Air Technology) at the same time; or the vehicle entertainment system accesses a third-party game platform. The vehicle serves as an access game and feedback device, and the vehicle's color DLP (Digital Light Porsessor) module serves as a projection device. In some alternative ways, the color DLP projection can be replaced by other projections, such as laser projection, liquid crystal display, and other modules. The game is connected to the projection system, and the game is projected onto the target area (such as a large-area solid area such as a wall or a curtain), enhancing the entertainment interaction feeling of the user.

[0047] Taking the color DLP module projection as an example, the digital image signal is converted into an optical signal by a chip, and then through the cooperation of the light source and the lens, the optical signal is projected onto the target area, realizing precise control and correction of the light. The light source can be composed of a laser light source or an LED (Light Emitting Diode) light source.

[0048] The control process of the color DLP module is as follows:

[0049] First, start the light source (laser light source or LED light source) to generate white light;

[0050] Then, the color wheel starts to rotate, dividing the white light into three monochromatic lights: RGB (red, green, and blue).

[0051] Input the color video signal into the DLP system. By controlling the on / off state of the micro - mirrors on the DMD (Digital Micromirror Device) chip to control the reflection direction of light, the brightness and darkness changes of the image are realized. Meanwhile, combined with the rotation of the color wheel, the projection of the color image is achieved.

[0052] The human body pose model is exemplarily constructed based on the human body structure. Generally, when playing a somatosensory game, the game character is a human - shaped character. Therefore, the corresponding generated human body pose model also includes parts such as the torso and limbs of the human body. By processing the pose sensing data, the human body pose model is associated with the target person. Exemplarily, the positions of the key points of the human body are associated with the key points of the human body pose model, so that the human body pose model has the actions corresponding to the target person.

[0053] In some embodiments, pose recognition is performed based on image recognition technology and a neural network model to obtain the human body pose model. The exemplary process is as follows:

[0054] Step 201, obtain the image data of the target person;

[0055] Step 202, perform pose recognition according to the image data to obtain the human body pose model.

[0056] For step 201, the camera of the vehicle can be located outside the vehicle to capture the image data of the target person outside the vehicle. Denoise and smooth the captured image data to remove outliers and noise, and it can also be corrected by combining sensor and radar data, etc., to ensure the accuracy of the data.

[0057] When the target person is playing a game inside the vehicle, the image data of the target person can be obtained by using the camera inside the vehicle, such as the occupant monitoring system.

[0058] For step 202, pose recognition exemplarily uses machine learning or deep - learning algorithms to recognize the human body pose. During the recognition process, the algorithm analyzes information such as the positions of the key points of the human body and the movement trajectory, and constructs a three - dimensional model of the human body pose.

[0059] Exemplarily, a pre-trained neural network model is used to predict the key points of the human body, quickly and accurately inferring the key points and skeleton information of the human body. It can map the input image data to a continuous space, thereby enabling prediction of each pixel position in the image data.

[0060] Neural networks such as the OpenPose model, etc., identify the key points of the human body and connect these key points in sequence according to the key point order to form a projection on the two-dimensional plane of the image, thereby obtaining the human skeleton; in a possible implementation manner, depth information is added based on the two-dimensional plane image to generate and construct a three-dimensional model of the human pose. Among them, the depth information can be obtained based on radar data.

[0061] Regarding how to construct a three-dimensional model of the human pose, in one implementation manner, according to the positions of the key points of the human body in the pose sensing data, a human pose model is obtained according to a preset scaling ratio. By scaling according to the positions of the key points of the human body, it can be ensured that the key points in the model match the positions of the key points of the real human body. This precise correspondence helps to improve the accuracy of pose estimation and makes the model more reliable when predicting the human pose; when dealing with humans of different ages, genders or body types, by adjusting the scaling ratio, the model can be made closer to the actual situation, thereby improving its versatility and flexibility.

[0062] It can be understood that the human pose model can be run in the vehicle entertainment system. If a motion sensing game is connected from an external device, the control of the game character can be realized according to the action mapping between the pose parameters of the human pose model and the game character, so that there is no need to specifically develop a motion sensing game adapted to the method of the present application.

[0063] Exemplarily, the action mapping is realized based on the synchronization of the key point positions of the person. The key point positions corresponding to the torso in the human pose model are synchronized to the torso of the game character, and the key point positions of other positions (hands, arms, etc.) in the human pose model are synchronized to the corresponding positions of the game character, then the interaction in the game can be carried out.

[0064] In other embodiments, the action mapping is realized based on the extraction of three-dimensional action data and virtual model driving. Based on the pose parameters of the aforementioned human pose model (such as the positions of each key point), with the help of a three-dimensional pose estimation tool such as DeepMotion for analysis and solution, the obtained three-dimensional action data is mapped to the bone structure bound to the game character to realize the action driving of the game character.

[0065] Step 130, according to the pose parameters of the human pose model, control the actions of the execution components of the vehicle.

[0066] The pose parameters of the human body pose model, such as the positions of key points, and the execution components correspond to various components on the vehicle that can interact with the user, such as seats that can adjust height and angle, automotive ambient lights and speakers, vehicle suspensions, etc. When the human body pose model is in a specific pose, they can respond and change their own states to achieve the interaction between the vehicle and the user during the game process.

[0067] The vehicle game interaction method provided in the above embodiments of the present application can establish a human body pose model by identifying the pose sensing data of the target person, provide a somatosensory game function for the user, and change the state of the vehicle execution components based on the pose parameters of the human body pose model during the user's game process to achieve the interaction between the vehicle and the user, bringing a deeper game experience to the user.

[0068] In the method provided in the present application, by converting the recognized human body pose into a human body pose model in the system, the somatosensory game can easily realize the correspondence between the human body pose and the game character. This mapping relationship enables the game system to accurately understand and respond to the player's actions, thus providing a smoother and more realistic game experience; real human body poses may contain many subtle and complex actions, which may be difficult to accurately identify and respond to in the somatosensory game. By converting to the human model in the system, the somatosensory game can simplify the action recognition process and improve the accuracy and stability of recognition.

[0069] In one embodiment, the execution component is the vehicle suspension. By identifying the human body pose and adjusting the suspension state, the user and the vehicle can interact synchronously during the game. Exemplarily:

[0070] Controlling the suspension action of the vehicle according to the pose parameters of the human body pose model includes: determining the model tilt angle relative to the vertical direction according to the torso angle of the human body pose model; determining the height of the vehicle suspension according to the model tilt angle so that the vehicle tilt angle corresponds to the model tilt angle.

[0071] The model tilt angle is the angle of the model torso relative to the Z-axis direction. When constructing the human body pose model, the connection line between the upper and lower positions of the torso part of the human body pose model can be selected as a reference to calculate its tilt angle with the Z-axis direction.

[0072] It can be understood that the model tilt angle can be decomposed into the tilt angle in the front-back direction and the tilt angle in the left-right direction. Based on the tilt angle in the front-back direction, the front axle suspension height and the rear axle suspension height of the vehicle are adjusted so that the vehicle has a synchronous tilt in the front-back direction (for example, when the human body pose model leans forward, the vehicle shows that the two suspensions of the front axle are lowered and the two suspensions of the rear axle are raised); based on the tilt angle in the left-right direction, the left side suspension height and the right side suspension height of the vehicle are adjusted so that the vehicle has a synchronous tilt in the left-right direction (for example, when the human body pose model leans to the left, the vehicle shows that the two suspensions on the left side are lowered and the two suspensions on the right side are raised).

[0073] Exemplarily, a mapping relationship between the model tilt angle and the vehicle tilt angle is established in advance. During the actual implementation process, the corresponding vehicle tilt angle is calculated through the actual model tilt angle, and the height of each vehicle suspension is changed through the linear system of the vehicle, so that the vehicle generates the corresponding tilt.

[0074] Based on the above method, when the user is playing the game, the vehicle will tilt following the user's tilt, bringing game feedback to the user.

[0075] In another embodiment, controlling the suspension action of the vehicle according to the pose parameters of the human body pose model includes: determining the change amount of the model height according to the height of the human body pose model; determining the height change of the vehicle suspension according to the change amount of the model height, so that the change amount of the vehicle height corresponds to the change amount of the model height.

[0076] During the process of constructing the human body pose model, a height reference position of the human body pose model is predefined in advance. During the process of the human body pose model following the target person's movement, the change amount of the model height is calculated, and the heights of the front, rear, left, and right four suspensions are adjusted simultaneously according to the change amount of the model height. For example, during a jump, the height of the human body pose model first increases and then decreases (compared with the starting moment of the jump, the change amount of the model height starts from zero and increases, and then starts to decrease after reaching the jump vertex), and the four suspensions of the vehicle are synchronously controlled to first increase and then decrease, so that the vehicle presents a jumping effect.

[0077] In another embodiment, controlling the suspension action of the vehicle according to the pose parameters of the human body pose model includes: determining whether the movement state of the target person changes according to the movement state of the human body pose model; in the case where the movement state of the target person changes, determining the height difference of the vehicle suspension so that the height of the vehicle suspension corresponds to the height difference of the vehicle suspension.

[0078] For example, according to the movement state of the human body pose model, it is determined whether the forward movement of the target person pauses; in the case where the target person changes from the movement state to the movement pause state, the height difference between the front and rear suspensions of the vehicle is determined, and the height of the vehicle suspension is changed so that the vehicle is lower in the front and higher in the rear.

[0079] During the actual implementation process, the motion actions of the human body pose model are recognized, such as the recognition of actions like running and long jumping. When the target person changes from running to standing still, or after completing a long jump and becoming stationary, the vehicle lowers the height of the front axle suspension and raises the height of the rear axle suspension, so that the movement of the vehicle matches the sudden stop action of the target person.

[0080] For another example, during the process where the target person repeatedly changes the left - right movement state, when the target person changes from moving left to moving right, the vehicle controls the left suspension to lower and the right suspension to raise.

[0081] In another embodiment, the execution component is the audio player of the vehicle. Controlling the actions of the execution component of the vehicle further includes determining the audio parameters of the audio player according to the pose parameters of the human body pose model, and controlling the audio player to play according to the audio parameters.

[0082] The audio parameters are, for example, audio content, audio volume, etc. Exemplarily, different audio contents are pre - configured for different actions. For example, for the jumping action, the audio of landing after jumping is configured, and for the running action, the audio of the vehicle driving is configured. By the pose parameters in the human body pose model, the current action of the target person is recognized, and then the corresponding audio is played to achieve auditory feedback.

[0083] In another embodiment, a vibration feedback module (such as a mechanism like a bias motor, etc.) is configured for the vehicle body. Taking the vibration feedback module as the execution component, controlling the actions of the execution component of the vehicle further includes determining the vibration frequency and / or vibration intensity of the vehicle body according to the pose parameters of the human body pose model, and controlling the vehicle body to vibrate according to the vibration frequency and / or vibration intensity.

[0084] Exemplarily, specific actions that require tactile feedback, as well as the corresponding vibration frequencies and vibration intensities for the specific actions, are predefined. When it is recognized from the pose parameters of the human body pose model that the human body pose model is in this specific action (for example, the current pose parameters are the same as the pose parameters corresponding to the specific action), then the tactile feedback is triggered, and the vibration feedback module is called to vibrate according to the defined vibration frequency and vibration intensity, bringing a more multi - dimensional experience to the game.

[0085] It can be understood that the vibration feedback module can be configured with a fixed vibration frequency, and different specific actions can be defined with different vibration intensities. During the actual implementation process, according to the pose parameters, it is recognized which specific action the person is in, and then the vibration is carried out according to the corresponding vibration intensity; or, the vibration feedback module can be configured with a fixed vibration intensity, and different specific actions can be defined with different vibration frequencies. During the actual implementation process, according to the pose parameters, it is recognized which specific action the person is in, and then the vibration is carried out according to the corresponding vibration frequency.

[0086] The vehicle game interaction method provided by this application uses a camera, an ADS (Adaptive Damping System), sensors, etc. to collect human body and environmental information and perform 3D modeling. Through the vision system algorithm, a human body model is established in the game. At the same time, the game is connected to the vehicle chassis by - wire control system, and the vehicle suspension can be adjusted to make the vehicle body dance with the change of the human body, realizing an immersive real - time game feedback effect.

[0087] Dynamically capture human body movements and feedback them into the game scene for 3D modeling to achieve a realistic game effect;

[0088] Combine the game scene with the vehicle suspension and make it dance according to the human body posture, bringing an immersive game experience to users;

[0089] The real - life human face can be converted into an animated character face, increasing the interaction and entertainment sense of players.

[0090] Implement 3D somatosensory games using a color DLP.

[0091] Convert the collected posture sensing data into a human body model in the game, corresponding to the game character, convert the human body movements into movements in the game model, and at the same time adjust the vehicle suspension to control the vehicle body to dance; other human body movements (hands, arms, etc.) are synchronized to the human body model in the game for game interaction; auditory feedback (sound effects, music, etc.) and tactile feedback (vehicle body vibration, etc.) are linked.

[0092] It should be understood that although Figure 1 each step in the flowchart of Figure 1 is shown in sequence according to the arrow indication, these steps are not necessarily executed in the order indicated by the arrows. Unless there is a clear indication in this article, the execution of these steps has no strict order limit, and these steps can be executed in other orders. Moreover,

[0093] In one embodiment, as Figure 2 shown, a vehicle game interaction device is provided, including: an acquisition module 210, a processing module 220, a game module 230, and a vehicle control module 240, where:

[0094] The acquisition module 210 is used to acquire the posture sensing data of the target person;

[0095] The processing module 220 is configured to obtain a human body pose model corresponding to a game character according to the pose sensing data;

[0096] The game module 230 is configured to control the actions of the game character based on the pose parameters of the human body pose model;

[0097] The vehicle control module 240 is configured to control the actions of the execution components of the vehicle according to the pose parameters of the human body pose model.

[0098] The vehicle game interaction device of the present application obtains a human body pose model corresponding to a game character by acquiring the pose sensing data of a target person, so as to control the actions of the game character based on the pose parameters of the human body pose model, realizing the control of the game character by using the human body pose. On the other hand, according to the pose parameters of the human body pose model, it controls the actions of the execution components of the vehicle, realizing the control of the vehicle by using the human body pose, and realizing the interaction between the vehicle and the person while playing the game.

[0099] In one embodiment, the processing module 220 obtains a human body pose model according to the positions of the human key points in the pose sensing data according to a preset scaling ratio, and the game module 230 performs action mapping according to the human body pose model to control the actions of the game character.

[0100] In one embodiment, the vehicle control module 240 is configured to control the actions of the execution components of the vehicle according to the pose parameters of the human body pose model, including: determining the model tilt angle relative to the vertical direction according to the torso angle of the human body pose model; determining the height of the vehicle suspension according to the model tilt angle, so that the vehicle tilt angle corresponds to the model tilt angle.

[0101] In one embodiment, the vehicle control module 240 determines the change amount of the model height according to the height of the human body pose model; determines the change in the height of the vehicle suspension according to the change amount of the model height, so that the change amount of the vehicle height corresponds to the change amount of the model height.

[0102] In one embodiment, the vehicle control module 240 is configured to determine whether the motion state of the target person changes according to the motion state of the human body pose model; in the case where the motion state of the target person changes, determine the height difference of the vehicle suspension, so that the height of the vehicle suspension corresponds to the height difference of the vehicle suspension.

[0103] In one embodiment, the vehicle control module 240 determines the audio parameters of the audio player according to the pose parameters of the human body pose model; controls the audio player to play according to the audio parameters.

[0104] In one embodiment, the vehicle control module 240 determines the vibration frequency and / or vibration intensity of the vehicle body according to the pose parameters of the human body pose model; controls the vehicle body to vibrate according to the vibration frequency and / or vibration intensity.

[0105] For the specific limitations of the vehicle game interaction device, reference can be made to the limitations of the vehicle game interaction method in the above text, which will not be elaborated here. Each module in the above vehicle game interaction device can be implemented in whole or in part by software, hardware, and their combinations. The above modules can be embedded in the processor of the computer device in hardware form or independent of it, or stored in the memory of the computer device in software form, so as to facilitate the processor to call and execute the operations corresponding to each of the above modules.

[0106] In one embodiment, a computer device is provided. The computer device can be a terminal, and its internal structure diagram can be as Figure 3 shown. The computer device includes a processor, a memory, a network interface, a display screen, and an input device connected through a system bus. Among them, the processor of the computer device is used to provide computing and control capabilities. The memory of the computer device includes a non-volatile storage medium and an internal memory. The non-volatile storage medium stores an operating system and a computer program. The internal memory provides an environment for the operation of the operating system and the computer program in the non-volatile storage medium. The network interface of the computer device is used to communicate with an external terminal through a network connection. When the computer program is executed by the processor, it implements a vehicle game interaction method. The display screen of the computer device can be a liquid crystal display screen or an electronic ink display screen. The input device of the computer device can be a touch layer covered on the display screen, or a button, a trackball, or a touchpad provided on the housing of the computer device, or an external keyboard, touchpad, or mouse, etc.

[0107] Those skilled in the art can understand that Figure 3 the structure shown in

[0108] is only a block diagram of some structures related to the solution of this application, and does not constitute a limitation on the computer device to which the solution of this application is applied. The specific computer device may include more or fewer components than those shown in the figure, or combine some components, or have different component arrangements.

[0109] Obtain the posture sensing data of the target person;

[0110] According to the posture sensing data, obtain the human body posture model corresponding to the game character, so as to control the actions of the game character based on the posture parameters of the human body posture model; and,

[0111] According to the posture parameters of the human body posture model, control the actions of the execution components of the vehicle.

[0112] In one embodiment, when the processor executes the computer program, the following steps are further implemented:

[0113] Obtain a human body pose model according to the positions of the human body key points in the pose sensing data at a preset scaling ratio;

[0114] Control the actions of the game character based on the pose parameters of the human body pose model, including:

[0115] Perform action mapping according to the human body pose model to control the actions of the game character.

[0116] In one embodiment, when the processor executes the computer program, the following steps are further implemented:

[0117] Control the actions of the execution components of the vehicle according to the pose parameters of the human body pose model, including:

[0118] Determine the model tilt angle relative to the vertical direction according to the torso angle of the human body pose model;

[0119] Determine the height of the vehicle suspension according to the model tilt angle so that the vehicle tilt angle corresponds to the model tilt angle.

[0120] In one embodiment, when the processor executes the computer program, the following steps are further implemented:

[0121] Determine the model height change amount according to the height of the human body pose model;

[0122] Determine the height change of the vehicle suspension according to the model height change amount so that the vehicle height change amount corresponds to the model height change amount.

[0123] In one embodiment, when the processor executes the computer program, the following steps are further implemented:

[0124] Determine whether the motion state of the target person changes according to the motion state of the human body pose model;

[0125] In the case where the motion state of the target person changes, determine the height difference of the vehicle suspension so that the height of the vehicle suspension corresponds to the height difference of the vehicle suspension.

[0126] In one embodiment, when the processor executes the computer program, the following steps are further implemented:

[0127] Determine the audio parameters of the audio player according to the pose parameters of the human body pose model;

[0128] Control the audio player to play according to the audio parameters.

[0129] Determine the vibration frequency and / or vibration intensity of the vehicle body according to the pose parameters of the human body pose model, and control the vehicle body vibration according to the vibration frequency and / or vibration intensity.

[0130] In one embodiment, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the following steps are implemented:

[0131] Obtain the posture sensing data of the target person;

[0132] According to the posture sensing data, obtain the human body posture model corresponding to the game character, so as to control the actions of the game character based on the posture parameters of the human body posture model; and,

[0133] According to the posture parameters of the human body posture model, control the actions of the execution components of the vehicle.

[0134] In one embodiment, when the computer program is executed by the processor, the following steps are further implemented:

[0135] According to the positions of the human body key points in the posture sensing data, obtain the human body posture model according to a preset scaling ratio;

[0136] Controlling the actions of the game character based on the posture parameters of the human body posture model includes:

[0137] Perform action mapping according to the human body posture model to control the actions of the game character.

[0138] In one embodiment, when the computer program is executed by the processor, the following steps are further implemented:

[0139] Controlling the actions of the execution components of the vehicle according to the posture parameters of the human body posture model includes:

[0140] According to the torso angle of the human body posture model, determine the model tilt angle relative to the vertical direction;

[0141] According to the model tilt angle, determine the height of the vehicle suspension so that the vehicle tilt angle corresponds to the model tilt angle.

[0142] In one embodiment, when the computer program is executed by the processor, the following steps are further implemented:

[0143] According to the height of the human body posture model, determine the model height change amount;

[0144] According to the model height change amount, determine the height change of the vehicle suspension so that the vehicle height change amount corresponds to the model height change amount.

[0145] In one embodiment, when the computer program is executed by the processor, the following steps are further implemented:

[0146] According to the motion state of the human body posture model, determine whether the motion state of the target person has changed;

[0147] In the case of a change in the motion state of the target person, determine the height difference of the vehicle suspension so that the height of the vehicle suspension corresponds to the height difference of the vehicle suspension.

[0148] In one embodiment, when the computer program is executed by a processor, the following steps are further implemented:

[0149] Determine the audio parameters of the audio player according to the pose parameters of the human body pose model;

[0150] Control the audio player to play according to the audio parameters.

[0151] Determine the vibration frequency and / or vibration intensity of the vehicle body according to the pose parameters of the human body pose model, and control the vehicle body vibration according to the vibration frequency and / or vibration intensity.

[0152] Those of ordinary skill in the art can understand that all or part of the processes of implementing the methods in the above embodiments can be completed by instructing relevant hardware through a computer program. The computer program can be stored in a non-volatile computer-readable storage medium. When the computer program is executed, it can include the processes of the embodiments of the above methods. Among them, any reference to a memory, storage, database, or other medium used in the various embodiments provided in the present application can include non-volatile and / or volatile memories. Non-volatile memories can include read-only memory (ROM), programmable ROM (PROM), electrically programmable ROM (EPROM), electrically erasable programmable ROM (EEPROM), or flash memory. Volatile memories can include random access memory (RAM) or external cache memory. By way of illustration and not limitation, RAM is available in various forms, such as static RAM (SRAM), dynamic RAM (DRAM), synchronous DRAM (SDRAM), double data rate SDRAM (DDR SDRAM), enhanced SDRAM (ESDRAM), synchronous link (Synchlink) DRAM (SLDRAM), memory bus (Rambus) direct RAM (RDRAM), direct memory bus dynamic RAM (DRDRAM), and memory bus dynamic RAM (RDRAM), etc.

[0153] The technical features of the above embodiments can be combined arbitrarily. For the sake of brevity of description, not all possible combinations of the technical features in the above embodiments are described. However, as long as there is no contradiction in the combination of these technical features, it should be considered as the scope described in this specification.

[0154] The above embodiments only illustrate several implementation manners of the present application. The description thereof is relatively specific and detailed, but it should not be construed as a limitation to the scope of the invention patent. It should be noted that for those of ordinary skill in the art, without departing from the concept of the present application, several modifications and improvements can still be made, and these all fall within the protection scope of the present application. Therefore, the protection scope of the patent of the present application shall be subject to the appended claims.

Claims

1. A vehicle game interaction method, characterized in that, Including: Obtain the posture sensing data of the target person; According to the posture sensing data, obtain a human body posture model corresponding to the game character, and control the actions of the game character based on the posture parameters of the human body posture model; and, according to the posture parameters of the human body posture model, control the actions of the execution components of the vehicle.

2. The vehicle game interaction method according to claim 1, characterized in that, The obtaining a human body posture model corresponding to the game character according to the posture sensing data includes: Obtain the human body posture model according to the positions of the human body key points in the posture sensing data according to a preset scaling ratio; The controlling the actions of the game character based on the posture parameters of the human body posture model includes: Perform action mapping according to the human body posture model to control the actions of the game character.

3. The vehicle game interaction method according to claim 1, characterized in that The controlling the actions of the execution components of the vehicle according to the posture parameters of the human body posture model includes: Controlling the suspension actions of the vehicle according to the posture parameters of the human body posture model, including: Determine the model tilt angle relative to the vertical direction according to the torso angle of the human body posture model; Determine the height of the vehicle suspension according to the model tilt angle so that the vehicle tilt angle corresponds to the model tilt angle.

4. The vehicle game interaction method according to claim 3, wherein, The controlling the suspension actions of the vehicle according to the posture parameters of the human body posture model includes: Determine the model height change amount according to the height of the human body posture model; Determine the height change of the vehicle suspension according to the model height change amount so that the vehicle height change amount corresponds to the model height change amount.

5. The vehicle game interaction method according to claim 3, wherein The controlling the suspension actions of the vehicle according to the posture parameters of the human body posture model includes: Determine whether the motion state of the target person changes according to the motion state of the human body posture model; In the case where the motion state of the target person changes, determine the height difference of the vehicle suspension so that the height of the vehicle suspension corresponds to the height difference of the vehicle suspension.

6. The vehicle game interaction method according to claim 1, wherein The controlling the actions of the execution components of the vehicle according to the posture parameters of the human body posture model includes: Determine the audio parameters of the audio player according to the posture parameters of the human body posture model; Control the audio player to play according to the audio parameters.

7. The vehicle game interaction method according to claim 1, wherein The controlling the actions of the execution components of the vehicle according to the posture parameters of the human body posture model includes: Determine the vibration frequency and / or vibration intensity of the vehicle body according to the posture parameters of the human body posture model; Control the vehicle body vibration according to the vibration frequency and / or vibration intensity.

8. A vehicle game interaction device, characterized in that, The device includes: An acquisition module for acquiring the posture sensing data of the target person; A processing module for obtaining a human body posture model corresponding to the game character according to the posture sensing data; A game module for controlling the actions of the game character based on the posture parameters of the human body posture model; A vehicle control module for controlling the actions of the execution components of the vehicle according to the posture parameters of the human body posture model.

9. A computer device, comprising a memory, a processor, and a computer program stored on the memory and executable on the processor, characterized in that, When the processor executes the computer program, the method according to any one of claims 1 to 7 is implemented.

10. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by the processor, the method according to any one of claims 1 to 7 is implemented.

Citation Information

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