Interaction method and device, electronic equipment and storage medium
Through the learning machine in real time, the progress and expressions of offline games are collected and pushed in real time, combined with parent-child or board game interaction methods, the problem of monotonous interface interaction and insufficient intelligent guidance of digital education products is solved, and the educational effect and user experience are improved.
Patent Information
- Application Number
- CN202510380092.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-27
- Publication Date
- 2025-07-04
AI Technical Summary
Existing digital education products are monotonous in interface interaction and insufficient intelligent guidance, resulting in users' sense of cognitive fatigue and difficulty in obtaining real-time learning feedback, affecting the effectiveness of enlightenment education and user experience.
Through the learning machine, the progress of offline games and the expressions of participants are collected in real time through the learning machine, and the final game results are determined in combination with parent-child interaction or board game interaction.
It realizes the direct combination of visual perception and physical behavior, improves educational effect and user experience, ensures parents' control over the educational process, and increases the fun and interactiveness of the game.
Smart Images

Figure CN120242497A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of human-computer interaction technologies, and particularly to an interaction method, apparatus, electronic device, and storage medium. Background Art
[0002] In the early childhood education field, puzzle games such as Sudoku and Gomoku, as the core carriers for realizing logical thinking enlightenment, can effectively promote the coordinated development of children's logical reasoning ability, spatial imagination ability, and hand-brain coordination ability through mathematical logic deduction and graphic cognition training. Currently, intelligent education devices (such as learning machines) usually integrate such classic games to meet teaching needs.
[0003] In the prior art, digital education products generally have problems such as monotonous interface interaction and insufficient intelligent guidance, resulting in users being prone to cognitive burnout during use and difficult to obtain real-time learning feedback. This technical defect directly affects the enlightenment education effect and user experience. Summary of the Invention
[0004] To overcome the problems existing in the related art, the present disclosure provides an interaction method, apparatus, electronic device, and storage medium.
[0005] In a first aspect of the present disclosure, an interaction method is provided, which is applied to a learning machine. The method includes:
[0006] Responding to the selection of a game interaction method;
[0007] Based on the selected game interaction method, pushing the game information recognized from the currently collected game question cards to the participating device indicated by the game interaction method, so that the participating device based on the game information instructs the corresponding game participant to participate in the game matching the game question cards;
[0008] Real-time collecting the game progress of the game matching the game question cards executed offline, as well as collecting the expressions of the game participants in the offline game, and pushing the expressions of the game participants in the offline game to the participating devices corresponding to other game participants for display;
[0009] Determining the final game result according to the game progress of all game participants participating in the game in the game interaction method.
[0010] Optionally, the game interaction method is a parent-child interaction method. The game participants in the game matching the game question cards executed offline include children, and the participating devices indicated by the game interaction method include the parent ends of the children;
[0011] The game information includes a game link;
[0012] The game link is used for:
[0013] Enable the participating device to display online the game that matches the game question card indicated by the game link based on the trigger of the game participant.
[0014] Optionally, determining the final game result according to the game progress of all game participants in the game interaction mode includes:
[0015] According to the game progress of each game participant collected, determine whether any game participant has completed the game. If so, determine the any game participant as the game winner;
[0016] Or, according to the game progress of each game participant collected, determine whether all game participants have completed the game. If so, determine the winner of the game according to the duration consumed by each game participant to complete the game.
[0017] Optionally, the game interaction mode is a tabletop game interaction mode, and the game information includes character information generated according to the game question card, and different character information corresponds to different participating devices;
[0018] The character information is used to make the corresponding participating device present a character prompt message, so that the game participant corresponding to the participating device can participate offline in the game matching the game question card according to the character information represented by the character prompt message.
[0019] Optionally, the method further includes:
[0020] Display the expressions of the game participants in the offline game pushed by other participating devices, so that the game participants in the offline game corresponding to this device can know the expressions of other game participants in the offline game;
[0021] And / or, based on the expressions of the game participants in the offline game corresponding to this device collected, and the expressions of other game participants in the offline game pushed by other participating devices, readjust the character information of different game participants and push it to each different game participant.
[0022] Optionally, the game matching the game question card includes a sudoku game;
[0023] And / or, the method further includes:
[0024] Based on the Bluetooth connection mode or the wireless local area network connection mode, receive in real time the game progress of the other game participants participating in the game.
[0025] A second aspect of the present disclosure provides an interaction device deployed on a learning machine, and the device includes:
[0026] A selection response module, configured to respond to the selection of the game interaction mode;
[0027] A game push module, which is used to push the game information identified from the currently collected game question cards to the participating party devices indicated by the selected game interaction method, so that the participating party devices can instruct the corresponding game participants to participate in the game matching the game question cards based on the game information;
[0028] A collection synchronization module, which is used to collect in real time the game progress of the game matching the game question cards executed offline, and collect the expressions of the game participants in the offline game, and push the expressions of the game participants in the offline game to the corresponding participating party devices of other game participants for display;
[0029] A game control module, which is used to determine the final game result according to the game progress of all game participants participating in the game under the game interaction method.
[0030] Optionally, the game interaction method is a parent-child interaction method, the game participants in the game matching the game question cards executed offline include children, and the participating party devices indicated by the game interaction method include the parent terminals of the children; the game information includes a game link;
[0031] The game link is used for: enabling the participating party device to display online the game matching the game question cards indicated by the game link based on the trigger of the game participant.
[0032] Optionally, when the game control module is used to determine the final game result according to the game progress of all game participants participating in the game under the game interaction method, it is used for:
[0033] According to the game progress of each game participant collected, determine whether any game participant has completed the game. If so, determine the any game participant as the game winner;
[0034] Or, according to the game progress of each game participant collected, determine whether all game participants have completed the game. If so, determine the winner of the game according to the time consumed by each game participant to complete the game.
[0035] Optionally, the game interaction method is a board game interaction method, the game information includes character information generated according to the game question cards, and different character information corresponds to different participating party devices; the character information is used to make the corresponding participating party device present a character prompt message, so that the game participant corresponding to the participating party device can participate in the game matching the game question cards offline according to the character information represented by the character prompt message.
[0036] Optionally, the device further includes an expression processing module, which is used for:
[0037] Display the expressions of the game participants of the offline game pushed by other participant devices, so that the game participants of the offline game corresponding to this device can learn the expressions of other game participants in the offline game;
[0038] And / or, based on the expressions of the game participants of the offline game corresponding to this device collected, and the expressions of other game participants in the offline game pushed by other participant devices, readjust the role information of different game participants and push it to each different game participant.
[0039] Optionally, the game matched with the game question card includes a Sudoku chess game; and / or, the device further includes a progress receiving module for:
[0040] Based on the Bluetooth connection method or the wireless local area network connection method, real-time receive the game progress of the other game participants participating in the game.
[0041] The third aspect of the present disclosure provides a learning machine, including a camera, a memory, a processor, and a computer program stored on the memory and executable on the processor. Wherein, when the processor executes the computer program, the method described in the first aspect is implemented.
[0042] The fourth aspect of the present disclosure provides a computer-readable storage medium, on which a computer program is stored. When the program is executed by a processor, the method described in the first aspect is implemented.
[0043] The technical solutions provided by the embodiments of the present disclosure may include the following beneficial effects:
[0044] In the embodiments of the present disclosure, the learning machine can respond to the user's selection of the game interaction method, and under various game interaction methods, push the game information recognized from the currently collected game question card to the participant devices indicated by the game interaction method, so that the participant devices can Based on the game information, instruct the corresponding game participants to participate in the game matched with the game question card. At this time, the learning machine user can play the game physically offline, and the game situation and the expressions of the players in the offline game can be collected by the learning machine and pushed to other participants; the final game result will be determined based on the game progress of all participants. Thus, when the child needs to play a game, the game situation can be synchronized to the parent, so that the parent can cooperate with the child to complete the game or compete with the child; the child's game behavior is executed offline (such as playing a board game on a physical chessboard). This game method realizes the direct combination of visual perception and physical behavior, and solves the problems commonly existing in digital education products of learning machines in the education field, such as monotonous interface interaction and insufficient intelligent guidance; and the child's emotional information can also be synchronized to the parent side in a timely manner, thus ensuring the parent's control over the whole process and jointly forming a complete and effective education plan.
[0045] It should be understood that the above general description and the following detailed description are merely exemplary and explanatory, and do not limit the present disclosure. BRIEF DESCRIPTION OF THE DRAWINGS
[0046] The accompanying drawings are incorporated herein and constitute a part of this disclosure, showing embodiments consistent with the present disclosure, and are used together with the description to explain the principles of the present disclosure.
[0047] Figure 1 is a flowchart of an interaction method shown in some exemplary embodiments.
[0048] Figure 2 is an application scenario diagram of an interaction method shown in some exemplary embodiments.
[0049] Figure 3 is a schematic flowchart of an interaction method shown in some exemplary embodiments.
[0050] Figure 4 is an application scenario diagram of another interaction method shown in some exemplary embodiments.
[0051] Figure 5 is a schematic flowchart of another interaction method shown in some exemplary embodiments.
[0052] Figure 6 is a block diagram of an interaction device shown in some exemplary embodiments.
[0053] Figure 7 is a hardware structure diagram of a learning machine shown in some exemplary embodiments. DETAILED DESCRIPTION OF THE EMBODIMENTS
[0054] Exemplary embodiments will be described in detail herein, and examples thereof are shown in the accompanying drawings. When the following description refers to the accompanying drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present disclosure. On the contrary, they are merely examples of devices and methods consistent with some aspects of the present disclosure as detailed in the appended claims.
[0055] As mentioned in the background art, in the prior art, digital education products generally have problems such as monotonous interface interaction and insufficient intelligent guidance, resulting in users being prone to cognitive burnout and difficult to obtain real-time learning feedback during use. This technical defect directly affects the enlightenment education effect and user experience.
[0056] In view of this, the present disclosure provides an interaction method, device, electronic device, and storage medium. Next, the embodiments of the present disclosure will be described in detail.
[0057] In the first aspect of the present disclosure, an interaction method is provided, which can be exemplarily applied to a learning machine in the field of education (or other equivalent execution entities, such as the cloud server corresponding to the learning machine). Please refer to Figure 1 , which may include steps S101 to S104.
[0058] Step S101, in response to the selection of the game interaction method.
[0059] First, the user can place the game question card at a specified position on the learning machine so that the learning machine can identify the game corresponding to the game question card. The game question card can be a physical item made of materials such as paper or plastic, printed with information such as images, texts, chessboards, identification codes, etc., or can also be simulated by items such as a tablet computer or a mobile phone. In addition, the user can also select one of at least one preset game interaction method (for example, select by voice, virtual button, physical button, or the game question card can come with a corresponding game interaction method, or the selected game interaction method can be received from other devices. For example, the game interaction method can be sent by the parent from another device), so that the learning machine can interact with the user according to the user's wishes.
[0060] Step S102, based on the selected game interaction method, push the game information identified from the currently collected game question card to the participating device indicated by the game interaction method, so that the participating device can instruct the corresponding game participant to participate in the game matching the game question card based on the above game information.
[0061] The game question card contains game information, which can be printed on the game question card based on technologies such as O ID identification code, two-dimensional code, text, etc. Among them, the O ID (Optical Identify) identification code, also known as the O ID invisible code, has characteristics such as being almost invisible to the naked eye and having better adaptability to close-range scanning. The game information can include the type of game, such as whether the current question is a sudoku game, a maze game, a chess game, etc. In addition, the game information can also correspond to game rules, which can be presented to the user or used to instruct each device on how to control the game session.
[0062] For example, in the Sudoku game, in addition to the traditional gameplay, there can also be a task card gameplay. In the task card gameplay, each round (which can be understood as each move in the game) can have restrictive rules (referred to as task cards). For example, in a certain round, only the number "3" can be placed, or in a certain round, pieces can only be placed in the left half of the chessboard area. The game information can be used to indicate the specific content of the task card, or to indicate difficulty information and algorithm information (each device can automatically generate task cards based on the difficulty information, algorithm information, and the game progress). Another example is the chess game. It usually has multiple competing parties such as the red side and the black side (or other names). In other words, each game player has their own role. For example, they need to play as the red side in this chess game. The game information can also indicate this information, or indicate the difficulty and algorithm used to generate this information. Concepts such as the above task cards and roles can be collectively referred to as role information, that is, the information that the user, as a role in the game, needs to follow during the game process.
[0063] Of course, the game information can also be used to indicate other content, which will be introduced later.
[0064] In S102, since the participating device indicates the corresponding game participants to participate in the game based on the above game information. Optionally, the participating device can directly push the game matching the above game card to the user of the device. For example, when the user of the learning machine inserts the game card into the learning machine, other devices directly present media content according to the game board situation (such as a Sudoku problem) represented by the game card (for example, display the game board to the user so that the user of the device can participate in the same game as the user of the learning machine at the same time). Or, optionally, the games pushed by different participating devices can be slightly different. For example, the above-mentioned "role information" (task card) may result in different users facing different task cards in each round when participating in the same Sudoku game, so that the Sudoku games faced by different users are not exactly the same (these game rounds can even be dynamic. For example, in the role information, there can be a "role party", and different "role parties" may correspond to different "task cards" at different time points. The task card can be used to represent the game goal or game rule limit of a game stage; the generation algorithm of the task card can be specified by the user or also included in the role information). However, these different games can all be regarded as the content derived from the game corresponding to the same game card, and the specific derivation logic can be guided by the "game information".
[0065] Step S103, collect in real time the game progress of the game executed offline that matches the above game card, and collect the expressions of the game participants in the offline game, and push the expressions of the game participants in the offline game to the corresponding participating devices of other game participants for display.
[0066] In other words, the users of the learning machine (this device) play games offline. Offline is a concept relative to online. Operations performed by users in the actual environment in a physical manner (such as picking up and placing physical chess pieces on a chessboard) can be regarded as offline operations. And advancing the game process based on offline operations can be regarded as playing games offline. These offline operations are performed on physical objects (such as physical chess pieces) and are independent of electronic devices. Therefore, it can also be considered that offline games include games that do not rely on electronic devices (in other words, if electronic devices such as learning machines and mobile phones do not exist in the environment, it will not affect users playing games offline). In contrast, game behaviors performed by users on virtual controls on electronic devices can be regarded as online operations (regardless of whether the Internet is used; devices can also interact through wired connections, Bluetooth connections, etc., and these interactions can also be regarded as online interactions); if physical buttons and physical joysticks actually correspond to virtual controls on electronic devices, then it can also be considered that the users are playing online games. In a typical scenario, offline games refer to games in which users operate physical chess pieces on a physical chessboard, and online games refer to games in which users operate virtual controls (virtual chessboards and virtual chess pieces on the mobile phone screen) simulated by electronic devices.
[0067] Regarding the method of collecting the games played by users offline, optionally, various types of variable resistors can be used to detect the positions of physical components such as current physical joysticks and physical chess pieces. It is also possible to determine the positions of the chess pieces (or other physical components) placed on the game card based on pressure sensors deployed in the game card area, or cameras deployed on the learning machine and used to collect images of the game card area. Specifically, the above-mentioned real-time collection of the game progress of the game played offline and matching the above-mentioned game card can include: determining in real time the user chess game formed by the physical chess pieces currently placed on the physical chessboard according to the images collected by the camera module for the physical chessboard, and using the above-mentioned user chess game as the game progress of the game played offline and matching the above-mentioned game card.
[0068] Based on this, the learning machine can support as many game types and offline interaction methods as possible with relatively low cost and hardware complexity, and has extremely high robustness and scalability.
[0069] Regarding the expressions of game participants in offline games and the related pushing process, exemplarily, a learning machine can collect the facial images of users who are currently playing offline games and directly push the images to all other devices (or certain designated devices), so that other users (such as the parents of children) can observe the emotional information of the game participants in offline games in real time. Alternatively, after processing the image, the expressions of the game participants in offline games can be pushed to other users in the form of virtual avatars (i.e., "Avatar"), thereby enhancing the fun of the interaction process and better protecting the privacy of users.
[0070] Exemplarily again, information that may characterize the current facial expressions of users can be collected first based on pre-configured sensors such as image sensors and visual focus sensors, and the expressions of the game participants in offline games can be inferred and recognized based on this information, thereby generating expression classifications (such as distress, happiness, hesitation, etc.) or expression descriptions (such as using words to describe the characteristics of the expression, for example, the action features included in the expression image can be extracted and converted into text descriptions such as "the user frowned 3 times", "the user smiled", etc.), and then these expression classifications or expression descriptions are pushed to other participating device (such as pushed to the parent side), so that these participating devices can present the received expression information to users based on a preset media form, and then the users of the participating devices can learn the expression information of the game participants in offline games.
[0071] In this dimension, the above method may further include: displaying the expressions of the game participants in offline games pushed by other participating devices, so that the game participants corresponding to this device in the offline game can learn the expressions of other game participants in the offline game. This implementation can be the same as the above, for example, the image sent by other devices can be directly received and presented to the user; it can also be presented in the form of a virtual avatar; or the classification or text description of the expression can also be inferred (currently, the inference process can also be completed by other participating devices), and presented on the display screen of the device (of course, if it is a text description, it can also be presented to the user by playing audio, so that in the case where the child cannot read yet and other similar situations, it still does not affect the presentation of the expression information; this optional method is also applicable to other embodiments shown in the present disclosure).
[0072] The above embodiments can greatly improve the educational effect and user experience of the learning machine, because in the field of education, children's language expression abilities have not yet developed maturely. If it is necessary to timely learn about children's learning status or game status and give children sufficient guidance in a timely manner, then children's expressions can be used as important information media.
[0073] Step S104: Determine the final game result according to the game progress of all game participants in the above game interaction mode.
[0074] In addition to collecting the current game progress of the user executing the game offline in real time, the above method may further include: receiving in real time the game progress of the above other game participants participating in the game. Finally, based on the game progress collected by each participant device, it can be determined whether the game ends. If it ends, the winning party of the game and various other statistical information can be further determined.
[0075] For example, determining the final game result according to the game progress of all game participants in the above game interaction mode may include the following methods: determining according to the game progress of each game participant collected whether there is any game participant who has completed the game. If so, determine this game participant as the game winner; determining according to the game progress of each game participant collected whether all game participants have completed the game. If so, determine the winner of the game according to the time consumed by each game participant to complete the game.
[0076] In other words, the learning machine can collect game progress information from each participating party device and determine the victory situation of each game participant from the racing dimension. In the scenario provided by the present disclosure, it can effectively enhance the competitiveness among each game participating party. Even for a single-player sudoku chess game, it can ensure that there is a close linkage among each game participating party (such as parent-child), thereby stimulating the child's problem-solving motivation. In addition, since in the present disclosure, the learning machine can push the child's expression to other terminals, parents or other participating parties can also decide whether to actively wait for the child or actively give the child game tips according to the child's expression, improving the parents' control over the overall interaction process.
[0077] In summary, based on the above embodiments, when the child needs to play a game, the game situation can be synchronized to the parents, so that the parents can cooperate with the child to complete the game or compete with the child; the child's game behavior is executed offline (such as playing a board game on a physical chessboard). This game method realizes the direct combination of visual perception and physical behavior, and solves the problems commonly existing in digital education products of learning machines in the education field, such as monotonous interface interaction and insufficient intelligent guidance; and the child's emotional information can also be synchronized to the parent terminal in a timely manner, thereby ensuring the parents' control over the entire process and jointly forming a complete and effective education plan.
[0078] The following provides embodiments of various exemplary interaction methods in combination with actual application scenarios. These interaction methods can be built into the learning machine simultaneously for users to select, or can be separately applied to the learning machine alone. The present disclosure does not make any limitations on this.
[0079] In one embodiment, the above game interaction method can be a parent-child interaction method. In this case, the game participants of the game executed offline and matching the above game card include children, and the participating party devices indicated by the above game interaction method include the parent end of the children; the above game information includes a game link; the above game link is used to: enable the participating party device to online display the game matching the above game card indicated by the game link based on the trigger of the game participant.
[0080] Please refer to Figure 2 , where the game card serves as a physical chessboard on which users can place physical chess pieces; the learning machine is equipped with a camera module, and the game card is within the field of view of the camera module; in the accompanying drawings of the present disclosure, the learning machine is represented in the form of a tablet computer (of course, the learning machine can have any form, such as a learning machine with a book placement slot and a card placement slot, or the camera module can be designed separately from the learning machine, and the drawings are only examples). The game link can be a jump link such as a web link, a mini-program link, an application software link, etc. (at this time, the user clicking on the link is the "trigger of the game participant"), or it can be a text segment for implementing the link function, such as a text code representing a game chessboard (the user can copy the code to a specified application software or a specified control to achieve the "trigger of the game participant").
[0081] In this scenario, the game participants of the game executed offline and matching the above game card include children, and the participating party devices indicated by the above game interaction method include the parent end of the children. In other words, the user of the learning machine is the "child" in the parent-child interaction process, and the participating party device other than the game console can be an electronic device held by the parent (i.e., the parent end), such as a mobile phone, a tablet computer, etc. That is, when the child triggers the game on the learning machine, the "parent" in the parent-child interaction process can receive the game invitation (i.e., the game link) in a timely manner, and after triggering the link, accompany the child to play the game online (the child is playing the offline game), such as in a mobile application, so as to add parent-child interactivity to the boring learning process only based on the learning machine and the mobile phone without increasing the hardware cost.
[0082] In the above embodiments, the learning machine actually forms an interactive system with other participating device parties. The interactive system includes a learning machine, a mobile phone (parent side), game question cards, and a camera module. The camera module is used to collect images of the game question card area. The above mobile phone and the above camera module are both communicatively connected to the above learning machine. The learning machine can perform the following steps: when receiving a user instruction indicating to initiate a target game (such as inserting a game question card), send a synchronization instruction to the mobile phone so that the above mobile phone presents a confirmation message to the user. The above confirmation message is used to receive a user instruction indicating to start the above target game; in the case of starting the game, determine the operation result obtained after the user performs a physical operation on the above game question card according to the image collected by the above camera module, and determine the first game process according to the above target game and the above operation result; determine the scheduling of the above target game according to the above first game process and the second game process determined by the mobile phone. And the mobile phone can perform the following steps: when receiving the above synchronization instruction sent by the above learning machine, present the above confirmation message to the user, and when receiving a user instruction indicating to start the above target game, start the game and notify the above learning machine to start the game; in the case of starting the game, present the game screen of the above target game to the user, and determine the above second game process according to the operation performed by the user on the above game screen.
[0083] Combining with the embodiments regarding the competition in the "race" dimension in the above text, it can be obtained that Figure 3 the exemplary overall process shown (where "Y" indicates that the judgment condition is established, "N" indicates that it is not established, and the same applies hereinafter) Figure 5 First, the child prepares the chessboard and question cards, and clicks on the parent-child gameplay on the display screen of the learning machine (i.e., selects the "parent-child interaction method"). At this time, the learning machine will collect images of the game question cards and identify the game information corresponding to the question cards based on image recognition technology.
[0084] At this time, the learning machine can send the recognized game information to the parents (for example, push the game link to the parents' mobile phones). After receiving the message, the parents can enter the game by opening the link. At this time, the parents will start the game, and at the same time, the message of "starting the game" will also be synchronized to the child (that is, synchronized to the learning machine). At this time, the parents can operate the sudoku on the mobile phone (that is, online), while the child can operate the sudoku pieces on the game card (acting as a physical chessboard); the parents' operations can be directly collected by the parents' mobile phones, and the child's operations can be obtained by the learning machine based on image recognition technology to recognize the image of the game card area. When the operation of the parent or the child is incorrect (such as not conforming to the game rules, or the currently placed piece is not the correct answer), the corresponding participant device (that is, the learning machine or the mobile phone) can be based on user error prompts, such as "there is an incorrect piece currently", "the operation does not conform to the game rules", etc., so that the child or the parent can rearrange the positions of the sudoku pieces, thereby advancing the game process. When both the parent and the child have completed the game, the learning machine can determine the winning party based on the total time taken by both of them to complete the game.
[0085] It should be noted that in the parent-child interaction method, higher operation permissions can be given to the parent side. For example, the parent side can change the game difficulty information, or directly give the child hint information (such as guiding in thinking, or directly presenting a part of the correct answer on the screen). And the learning machine (this device) can automatically present hint information to the child according to the game progress of the child based on the game difficulty information indicated by the parent side (such as playing voice to achieve thinking guidance), or present the hint information indicated by the parent side to the child. This method can further add parent-child interactivity to the learning process, and can also enable parents to intervene in the education process to improve the education quality.
[0086] In one embodiment, the above game interaction method is a board game interaction method. In this case, the above game information includes character information generated according to the above game card, and different character information corresponds to different participant devices; the above character information is used to make the corresponding participant device present a character prompt message, so that the game participant corresponding to the participant device can participate in the game matching the above game card offline according to the character information represented by the character prompt message.
[0087] As mentioned above, the character information can be a task card (the task card represents a certain restriction rule or a certain game goal), or it can also be the role party that the user plays in the game. And in the above embodiment, in addition to the learning machine, the game participants corresponding to other participant devices also participate in the game offline. Please refer to Figure 4, where two learning machines are deployed. Steps S101 to S104 can be applied to any one of the learning machines (and the other learning machine can act as a "participating device"), or applied to a cloud server (of course, if multiple users only share one learning machine, it does not affect the execution of the method either, because the learning machine can regard itself as multiple participating devices and be responsible for interacting with multiple users, and its core logic remains unchanged).
[0088] Taking the method applied to learning machine A as an example, please refer to Figure 5 , when child A inserts the game question card into learning machine A, the board game play method (i.e., select the board game interaction method) can be selected on the screen of learning machine A. At this time, learning machine A can regard other learning machines under the same local area network (or learning machines paired in advance via Bluetooth, learning machines bound on the cloud server) as "participating devices". In Figure 4 In the example shown, learning machine A can push the game information recognized from the game question card to game machine B to prompt the user of game machine B (such as child B) to insert the same or corresponding question card into game machine B as the chessboard. Next, learning machine A can generate role information (role cards) for A and B respectively and hand them over to the user for selection or confirmation. After the user confirms, learning machine A can generate task cards (the task cards can represent the rule restrictions of this round, that is, "requirements") based on the selected role information and present them to A and B respectively through role prompt messages (such as displaying the rule restrictions of this round on the screen).
[0089] At this time, both A and B can participate in the game offline. Learning machine A and learning machine B can respectively collect images of the game question card areas of A and B and judge whether the operations performed by A and B meet the corresponding requirements (that is, whether A and B play the game according to the role information indicated by the role prompt message). In Figure 5 In the example shown, A and B can have the same initial score. If the game operation performed by a certain party does not meet the requirements of this round (i.e., the content of the task card), a certain score can be deducted from it; otherwise, a certain score can be added to it. Until a certain party completes the game, or the number of game rounds reaches a preset value (that is, a specified number of role cards are issued in total), the winning party can be determined according to the remaining scores of the two parties. During this period, learning machine A and learning machine B can perform data interaction based on the Bluetooth connection method or the wireless local area network connection method.
[0090] The above board game battle method can enable multiple children to participate in the same board game round even if they are in different areas, greatly enriching the interaction levels provided by the learning machine to users, adding multi-person competition to the process of educational games, and significantly increasing the fun and comprehensive educational quality during the game through the natural fun and richness of multi-person games.
[0091] In addition, in the board game interaction mode, the user's expression information can have more application methods. For example, the above method can further include: based on the expressions of the game participants in the offline game corresponding to this device collected, and the expressions of other game participants in the offline game pushed by other participating device parties, readjust the role information of different game participants and push it to each different game participant.
[0092] For example, in Figure 4 In the example shown, the learning machine A can collect the expression information of A and push it to the learning machine B so that the learning machine B can display the expression information; similarly, the learning machine B can collect the expression information of B and push it to the learning machine A so that the learning machine A can display the expression information. The way of displaying information can be the same as that described above and will not be elaborated here. It should be noted that in parent-child education, the main need of parents is to pay attention to the current state of the child in order to guide and care for the child as much as possible. Therefore, "extracting the action features included in the expression image" can bring more convenience to parents. In the board game interaction mode, the users of the learning machine may mainly be children. Therefore, using the virtual image method to push the expressions of the game participants in the offline game to other game participants who also participate in the game offline can greatly improve the interactivity among all parties and further increase the fun of educational games such as sudoku chess.
[0093] Corresponding to the embodiments of the foregoing method, the present disclosure also provides embodiments of a device and a terminal to which the device is applied.
[0094] A second aspect of the present disclosure provides an interaction device deployed on a learning machine. Please refer to Figure 6 ., the device includes:
[0095] A selection response module 601, configured to respond to the selection of a game interaction mode;
[0096] A game push module 602, configured to, based on the selected game interaction mode, push the game information identified from the currently collected game question cards to the participating device parties indicated by the game interaction mode, so that the participating device parties can instruct the corresponding game participants to participate in the game matching the game question cards based on the game information;
[0097] A collection synchronization module 603, configured to collect in real time the game progress of the game matching the game question cards executed offline, and collect the expressions of the game participants in the offline game, and push the expressions of the game participants in the offline game to the participating device parties corresponding to other game participants for display;
[0098] The game control module 604 is configured to determine the final game result according to the game progress of all game participants in the game under the game interaction mode.
[0099] Optionally, the game interaction mode is a parent-child interaction mode. The game participants of the game executed offline and matching the game question card include children. The participating party devices indicated by the game interaction mode include the parent side of the children. The game information includes a game link.
[0100] The game link is used for: enabling the participating party device to online display the game matching the game question card indicated by the game link based on the trigger of the game participant.
[0101] Optionally, when the game control module is configured to determine the final game result according to the game progress of all game participants in the game under the game interaction mode, it is configured to:
[0102] Determine whether any game participant has completed the game according to the collected game progress of each game participant. If so, determine the any game participant as the game winner.
[0103] Or, determine whether all game participants have completed the game according to the collected game progress of each game participant. If so, determine the winner of the game according to the time consumed by each game participant to complete the game.
[0104] Optionally, the game interaction mode is a board game interaction mode. The game information includes role information generated according to the game question card. Different role information corresponds to different participating party devices. The role information is used to make the corresponding participating party device present a role prompt message, so that the game participant corresponding to the participating party device can participate in the game matching the game question card offline according to the role information represented by the role prompt message.
[0105] Optionally, the device further includes an expression processing module, configured to:
[0106] Display the expressions of the game participants of the offline game pushed by other participating party devices, so that the game participants of the offline game corresponding to this device can know the expressions of other game participants of the offline game.
[0107] And / or, based on the expressions of the game participants of the offline game corresponding to this device collected, and the expressions of other game participants of the offline game pushed by other participating party devices, readjust the role information of different game participants and push it to each different game participant.
[0108] Optionally, the game matching the game question card includes a sudoku game; and / or, the device further includes a progress receiving module, configured to:
[0109] Based on the Bluetooth connection method or the wireless local area network connection method, the game progress of other game participants participating in the game is received in real time.
[0110] For the implementation processes of the functions and roles of each module in the above device, please refer to the implementation processes of the corresponding steps in the above method for details, which will not be elaborated here.
[0111] Adaptively, the present disclosure further provides a computer program product, including a computer program / instructions, which when executed by a processor implement the method provided in the foregoing embodiments.
[0112] For the device embodiments and the computer program product embodiments, since they basically correspond to the method embodiments, the relevant parts can refer to the partial descriptions of the method embodiments. In addition, the device embodiments described above are only illustrative. The modules described as separate components may or may not be physically separated, and the components shown as modules may or may not be physical modules, that is, they may be located in one place or distributed to multiple network modules.
[0113] Adaptively, some embodiments of the present disclosure provide a learning machine. Please refer to Figure 7 , which shows the structure of the electronic device. The electronic device includes a memory and a processor. The memory is used to store computer instructions that can run on the processor, and the processor is used to implement the method shown in any of the foregoing embodiments when executing the computer instructions.
[0114] Adaptively, the present disclosure further provides a non-transitory computer-readable storage medium including instructions, such as a memory including instructions. The above instructions can be executed by an electronic device or a processor of the electronic device to complete the method shown in any of the foregoing embodiments. For example, the non-transitory computer-readable storage medium may be a ROM, a random access memory (RAM), a CD-ROM, a magnetic tape, a floppy disk, and an optical data storage device, etc.
[0115] It should be understood that in some cases, the actions or steps recorded in the claims can be executed in a different order from that in the embodiments and still achieve the desired results. In addition, the embodiments provided by the present disclosure can be independently applied, or can be combined and comprehensively applied with each other. The present disclosure aims to cover any variations, uses, or adaptive changes of the present disclosure. These variations, uses, or adaptive changes follow the general principles of the present disclosure and include common general knowledge or conventional technical means in the technical field not claimed by the present disclosure. In addition, the content provided above is only the preferred embodiments of the present disclosure and is not intended to limit the present disclosure. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present disclosure shall be included in the scope of protection of the present disclosure.
Claims
1. An interaction method, characterized in that Applied to a learning machine, the method includes: Responding to the selection of a game interaction method; Based on the selected game interaction method, pushing the game information identified from the currently collected game question cards to the participating party devices indicated by the game interaction method, so that the participating party devices can instruct the corresponding game participants to participate in the game matching the game question cards based on the game information; Real-time collecting the game progress of the game matching the game question cards executed offline, as well as collecting the expressions of the game participants in the offline game, and pushing the expressions of the game participants in the offline game to the participating party devices corresponding to other game participants for display; Determining the final game result according to the game progress of all game participants participating in the game under the game interaction method.
2. The interactive method according to claim 1, wherein The game interaction method is a parent-child interaction method, the game participants in the game matching the game question cards executed offline include children, and the participating party devices indicated by the game interaction method include the parent ends of the children; The game information includes a game link; the game link is used to: enable the participating party devices to online display the game matching the game question cards indicated by the game link based on the trigger of the game participants.
3. The interactive method according to claim 1 or 2, characterized in that, The determining the final game result according to the game progress of all game participants participating in the game under the game interaction method includes: Determining according to the game progress of each game participant whether there is any game participant who has completed the game. If so, determining the any game participant as the game winner; or, Determining according to the game progress of each game participant whether all game participants have completed the game. If so, determining the winner of the game according to the time consumed by each game participant to complete the game.
4. The interactive method according to claim 1 or 2, characterized in that The real-time collecting the game progress of the game matching the game question cards executed offline includes: Real-time determining, according to the images collected by the camera module for the physical chessboard, the user chessboard formed by the physical chess pieces currently placed on the physical chessboard, and using the user chessboard as the game progress of the game matching the game question cards executed offline.
5. The interactive method according to claim 1, wherein The game interaction method is a board game interaction method, the game information includes character information generated according to the game question cards, and different character information corresponds to different participating party devices; The character information is used to make the corresponding participating party devices present character prompt messages, so that the game participants corresponding to the participating party devices can participate in the game matching the game question cards offline according to the character information represented by the character prompt messages.
6. The interactive method according to claim 5, wherein The method further includes: Displaying the expressions of the game participants in the offline game pushed by other participating party devices, so that the game participants in the offline game corresponding to this device can know the expressions of the other game participants in the offline game; and / or, Based on the expressions of the game participants in the offline game corresponding to this device collected, as well as the expressions of the other game participants in the offline game pushed by other participating party devices, readjusting the character information of different game participants and pushing it to each different game participant.
7. The interactive method according to claim 1, wherein The game matching the game question cards includes a sudoku chess game; And / or, the method further includes: Receive the game progress of other game participants participating in the game in real time based on the Bluetooth connection method or the wireless local area network connection method.
8. An interaction device, characterized in that, Deployed on a learning machine, the device includes: A selection response module for responding to the selection of a game interaction method; A game push module for pushing the game information identified from the currently collected game question cards to the participating party devices indicated by the game interaction method based on the selected game interaction method, so that the participating party devices can instruct the corresponding game participants to participate in the game matching the game question cards based on the game information; A collection synchronization module for collecting in real time the game progress of the game matching the game question cards executed offline and the expressions of the game participants in the offline game, and pushing the expressions of the game participants in the offline game to the corresponding participating party devices of other game participants for display; A game control module for determining the final game result according to the game progress of all game participants participating in the game under the game interaction method.
9. A learning machine, characterized in that, It includes a camera, a memory, a processor, and a computer program stored on the memory and executable on the processor. Among them, when the processor executes the computer program, the method described in 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 program is executed by the processor, the method described in any one of claims 1 to 7 is implemented.