Virtual-real fusion interaction space dynamic regulation and control method and system for multiple scenes

By dividing the scene activity index and building elastic buffer areas in the virtual reality system, a reverse elastic reference force field is generated, which solves the interference and conflict problems between multi-user virtual scenes, and achieves a smooth transition of coordinated operation of multiple scenarios and user experience.

CN120355870AActive Publication Date: 2025-07-22JIN CHENYU (TIANJIN) TECHNOLOGY CO LTD
View PDF 5 Cites 0 Cited by

Patent Information

Application Number
CN202510453078.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-11
Publication Date
2025-07-22
Estimated Expiration
2045-04-11

AI Technical Summary

Technical Problem

Traditional virtual and real fusion interaction systems are prone to mutual interference and conflict between virtual scenes in multi-user scenarios, affecting the user experience.

Method used

By establishing a scene activity index, dividing active and passive scenes, building an elastic buffer area, dynamically adjusting resource allocation priority and scene range, generating a reverse elastic reference force field to guide user motion trajectory, optimizing scene display parameters and element positions, and realizing coordinated operation of multiple scenes.

Benefits of technology

It improves resource support and performance in important scenarios, reduces scene mutations and resource competition, and improves the fluency and immersion of the user experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN120355870A_ABST
    Figure CN120355870A_ABST
Patent Text Reader

Abstract

The invention discloses a multi-scene-oriented virtual-real fusion interaction space dynamic regulation and control method and system, and relates to the field of program loading or starting. In the method, a scene activeness index is established based on user data; dividing each virtual scene into a master dynamic scene and a slave dynamic scene according to a scene activeness index; constructing an elastic buffer area between the active dynamic scene and the passive dynamic scene; when scene switching is detected, executing scene adjustment operation; and when the plurality of main dynamic scenes are overlapped, converting the main dynamic scene of which the scene activeness index is lower than a scene activeness index mean value into a dynamic scene, and executing a scene adjustment operation. The method and the device are used for solving the problem of mutual interference and conflict between virtual scenes caused by the fact that a plurality of users are in the same virtual-real fusion space at the same time.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This application belongs to the field of program loading or startup, and particularly relates to a dynamic regulation method and system for a virtual-real fusion interaction space for multi-scenarios. Background Art

[0002] With the popular application of virtual reality technology in daily life scenarios such as home entertainment, online education, and fitness exercises, people's demand for virtual-real fusion interaction spaces is increasing day by day. Traditional virtual-real fusion interaction systems usually only support the application of single-functional scenarios. For example, when users need to switch between different applications during different activities such as virtual fitness and online course learning, this fragmented usage method not only increases the user's operation burden but also makes it difficult to achieve seamless connection and resource sharing between scenarios.

[0003] In related technologies, multi-dimensional biosensors can be equipped to collect information such as the user's motion state, voice commands, and gesture actions, and combined with context awareness algorithms to achieve intelligent recognition and rapid switching of scenarios, enabling users to move smoothly in different virtual scenarios.

[0004] However, when multiple users are simultaneously performing different types of activities in the same virtual-real fusion space, due to the lack of a scenario coordination and scheduling mechanism, it is easy to cause mutual interference and conflicts between virtual scenarios, affecting the usage experience of multiple users in the shared space. Summary of the Invention

[0005] This application provides a dynamic regulation method and system for a virtual-real fusion interaction space for multi-scenarios, which is used to solve the mutual interference and conflicts between virtual scenarios caused by multiple users in the same virtual-real fusion space.

[0006] In the first aspect, this application provides a dynamic regulation method for a virtual-real fusion interaction space for multi-scenarios. A scene activity index is established based on user data, where the user data includes user participation, scene resource occupancy rate, and scene switching frequency. The scene activity index is calculated through a non-linear combination of user participation, scene resource occupancy rate, and scene switching frequency; each virtual scene is divided into an active scene and a passive scene according to the scene activity index. The resource allocation priority of the active scene changes in positive correlation with the activity index according to a preset first coefficient, and the resource allocation priority of the passive scene changes in inverse correlation with the resource occupancy rate of the active scene according to a preset second coefficient; An elastic buffer area is constructed between the active scene and the passive scene, and the initial value of the range of the elastic buffer area is determined according to the ratio of the activity index of the active scene to the activity index of the passive scene; When a scene switch is detected, perform a scene adjustment operation. The scene adjustment operation includes, when it is detected that the user moves from an active scene to a passive scene, controlling the elastic buffer area to expand towards the passive scene direction at a preset first multiple rate of the user's movement speed; when it is detected that the user moves from the passive scene to the active scene, controlling the elastic buffer area to contract towards the active scene direction at a preset second multiple rate of the user's movement speed. When multiple active scenes overlap, convert the active scenes with a scene activity index lower than the average value of the scene activity index into passive scenes, and perform the scene adjustment operation.

[0007] By adopting the above technical solution, dividing the scene into active scenes and passive scenes and establishing a corresponding resource allocation priority mechanism can ensure that important scenes obtain sufficient system resource support. Constructing an elastic buffer area and dynamically adjusting its range according to the user's movement can achieve a smooth transition during the scene switch and reduce the sense of experience fragmentation caused by scene mutations. When scenes overlap, judging by the average value of the activity index and converting some active scenes into passive scenes can reduce system resource competition and improve resource utilization efficiency. Through the quantitative evaluation of the importance of scenes and the dynamic resource regulation based on the evaluation results, the coordinated operation between multiple scenes in the virtual-real fusion interaction space is realized, improving the performance of important scenes and reducing the decline in system performance caused by excessive resource competition.

[0008] Combined with some embodiments of the first aspect, in some embodiments, a scene activity index is established based on user data, specifically including: Normalize the user participation degree, scene resource occupancy rate, and scene switching frequency respectively to obtain the first parameter, the second parameter, and the third parameter corresponding to the user participation degree, the scene resource occupancy rate, and the scene switching frequency one by one; Calculate the scene activity index by performing a non-linear combination of the first parameter, the second parameter, and the third parameter. The functional formula of the non-linear combination is: Q = αe a +βln(1 + b)+γc 2 In the functional formula, Q is the scene activity index, a is the first parameter, b is the second parameter, c is the third parameter, α, β, and γ are preset weight coefficients, and α + β + γ = 1.

[0009] By adopting the above technical solutions, after normalizing the user participation rate, the scene resource occupancy rate, and the scene switching frequency, a non-linear combination is used to calculate the scene activity index, enabling unified mathematical operations for parameters with different dimensions. Using an exponential function to reflect the impact of user participation on activity can highlight the importance of scenes with high participation; using a logarithmic function to process the resource occupancy rate can have an inhibitory effect when the resource occupancy rate is high; using a square function to process the scene switching frequency can impose a greater weight on scenes with frequent switching.

[0010] Combined with some embodiments of the first aspect, in some embodiments, an elastic buffer region is constructed between the active scene and the passive scene, specifically including: Calculating the ratio of the activity index of the active scene to the activity index of the passive scene; Substituting the ratio into a preset buffer region range calculation function to determine the initial value of the range of the elastic buffer region; Constructing an elastic buffer region based on the initial value of the range.

[0011] By adopting the above technical solutions, by calculating the ratio of the activity indices of the active scene and the passive scene and substituting it into a preset buffer region range calculation function to determine the initial value of the range of the elastic buffer region, the size of the buffer region can change dynamically with the difference in the importance of the two scenes. When the activity index of the active scene is much higher than that of the passive scene, a larger ratio will result in a larger buffer region range, providing a more sufficient transition space for the user; when the activity indices of the two scenes are close, a smaller ratio will produce a smaller buffer region range, helping to reduce the occupancy of space resources. This way of constructing a buffer region that adaptively adjusts based on the difference in scene importance can not only ensure the smoothness of scene switching but also reduce the waste of space resources caused by a buffer region with a fixed range.

[0012] Combined with some embodiments of the first aspect, in some embodiments, when multiple active scenes overlap, after converting the active scenes with activity indices lower than the average activity index into passive scenes and performing scene adjustment operations, the method further includes: Generating a reverse elastic reference force field in the overlapping active scenes, and the intensity value of the reverse elastic reference force field changes positively with the size of the overlapping area of the overlapping scenes; When it is detected that the user enters the overlapping area of the overlapping scenes, calculating a guiding resistance coefficient based on the intensity value of the reverse elastic reference force field; Adjusting the movement trajectory of the user in the virtual scene according to the guiding resistance coefficient so that the movement trajectory passes through the scene area with an activity index higher than the average activity index.

[0013] By adopting the above technical solution, a reverse elastic reference force field is generated in the overlapping active scenarios, and the guiding resistance coefficient is calculated based on the force field intensity. By adjusting the user's movement trajectory, the user can be guided to enter the scene area with higher activity priority, which can reduce the residence time of the user in the low-activity scenarios. The intensity of the reverse elastic reference force field changes positively with the overlapping area, resulting in a stronger guiding effect in the area with a higher degree of overlap, which helps to reduce the resource competition caused by excessive scene overlap. By flexibly adjusting the user's movement trajectory through the guiding resistance coefficient, the abruptness that may be brought about by forcibly changing the user's behavior is avoided, and the reasonable allocation of scene resources is achieved while ensuring the user experience.

[0014] Combined with some embodiments of the first aspect, in some embodiments, calculating the guiding resistance coefficient based on the intensity value of the reverse elastic reference force field specifically includes: Obtain the real-time movement speed and movement direction of the user in the overlapping area, and calculate the speed correction factor according to the real-time movement speed; perform a weighted operation on the intensity value of the reverse elastic reference force field and the speed correction factor to obtain the basic resistance value, and calculate the direction attenuation coefficient according to the angle between the movement direction and the scene area with the highest scene activity index; Multiply the basic resistance value by the direction attenuation coefficient to obtain the guiding resistance coefficient.

[0015] By adopting the above technical solution, the speed correction factor is calculated by obtaining the real-time movement speed and movement direction of the user in the overlapping area, and the basic resistance value is obtained by performing a weighted operation on the intensity value of the reverse elastic reference force field and the speed correction factor. Then, the direction attenuation coefficient is calculated in combination with the angle between the movement direction and the scene area with the highest scene activity index. Finally, the basic resistance value is multiplied by the direction attenuation coefficient to obtain the guiding resistance coefficient. When the user's movement speed is relatively fast, the basic resistance value is adjusted by the speed correction factor to avoid an abrupt change in the user experience caused by excessive guiding resistance; when the angle between the user's movement direction and the high-activity scene area is relatively large, the direction attenuation coefficient is correspondingly reduced to reduce the influence of the lateral guiding force. This guiding resistance calculation method based on multi-dimensional parameters ensures the effective guidance of the user's movement trajectory, enables the user to feel a smooth and natural transition effect, and improves the fluency of the interaction experience during the scene switching process.

[0016] Combined with some embodiments of the first aspect, in some embodiments, after adjusting the user's movement trajectory in the virtual scene according to the guiding resistance coefficient so that the movement trajectory passes through the scene area where the scene activity index is higher than the average value of the scene activity index, the method further includes: Calculate the deviation angle value between the user's movement direction and the movement trajectory; When the deviation angle value is greater than the preset angle threshold, reduce the transparency parameter and the depth-of-field parameter of the scene whose scene activity index is lower than the average value of the scene activity index according to the preset attenuation ratio; Increase the clarity parameter of the scene whose scene activity index is higher than the average value of the scene activity index according to the preset gain ratio.

[0017] By adopting the above technical solution, by calculating the deviation angle value between the user's movement direction and the actual movement trajectory, and when the angle value exceeds the preset threshold, differentially adjusting the display parameters of scenes with different activity levels, reducing the transparency and depth-of-field parameters of low-activity scenes while increasing the clarity parameter of high-activity scenes. When the user responds to the guidance to a large extent, the change in the scene display effect can strengthen the user's spatial perception, guide the attention to naturally transition to the high-activity scene, make the scene transition process more visually coherent, and achieve a smooth visual guidance effect while maintaining the spatial integrity of the scene, improving the spatial orientation and immersive experience in the multi-scene fusion interaction.

[0018] Combined with some embodiments of the first aspect, in some embodiments, after increasing the clarity parameter of the scene whose scene activity index is higher than the average value of the scene activity index according to the preset gain ratio, the method further includes: Construct a dynamic scene switching channel along the user's movement trajectory; Obtain the user's fixation point coordinates within the dynamic scene switching channel, and calculate the distance between the scene elements within the dynamic scene switching channel and the fixation point coordinates; When the distance is less than the preset distance threshold, adjust the positions of the scene elements according to the preset yielding rule.

[0019] By adopting the above technical solution, by constructing a dynamic scene switching channel along the user's movement trajectory, and in real time obtaining the user's fixation point coordinates within the channel, calculating the distance between the scene elements and the fixation point, and adjusting the positions of the scene elements according to the yielding rule when the distance is less than the preset threshold, it is possible to actively sense the user's attention focus. During the user's traversal of the scene, by intelligently adjusting the positions of the nearby scene elements, avoiding the occlusion or interference of the scene elements on the user's line of sight, ensuring that the user always maintains a clear field of view in the scene switching channel, optimizing the scene space layout while ensuring the continuity of the user's visual experience, and improving the spatial guidance efficiency and observation comfort during the multi-scene fusion interaction process.

[0020] Second aspect, embodiments of the present application provide a dynamic regulation system for a virtual-real fusion interaction space for multiple scenarios. The dynamic regulation system for a virtual-real fusion interaction space for multiple scenarios includes: one or more processors and a memory; the memory is coupled to the one or more processors, and the memory is used to store computer program code. The computer program code includes computer instructions, and the one or more processors call the computer instructions to enable the system to execute the method described in the first aspect and any possible implementation manner in the first aspect.

[0021] Third aspect, embodiments of the present application provide a computer-readable storage medium, including instructions, when the above instructions run on a system, enabling the above system to execute the method described in the first aspect and any possible implementation manner in the first aspect.

[0022] Fourth aspect, embodiments of the present application provide a computer program product, when the computer program product runs on a system, enabling the system to execute the method described in any possible implementation manner in the first aspect.

[0023] One or more technical solutions provided in the embodiments of the present application have at least the following technical effects or advantages: 1. The present application provides a dynamic regulation method for a virtual-real fusion interaction space for multiple scenarios. The scenarios are divided into active scenarios and passive scenarios, and a corresponding resource allocation priority mechanism is established, which can ensure that important scenarios obtain sufficient system resource support. By constructing an elastic buffer area and dynamically adjusting its range according to the user's movement, a smooth transition can be achieved during the scene switching process, reducing the sense of experience fragmentation caused by scene mutations. When scene overlaps occur, some active scenarios are converted into passive scenarios by judging the average value of the activity index, which can reduce system resource competition and improve resource utilization efficiency. Through the quantitative evaluation of the importance of the scenarios and the dynamic resource regulation based on the evaluation results, the coordinated operation between multiple scenarios in the virtual-real fusion interaction space is realized, improving the performance of important scenarios and reducing the decline in system performance caused by excessive resource competition.

[0024] 2. The present application provides a dynamic regulation method for a virtual-real fusion interaction space for multiple scenarios. A reverse elastic reference force field is generated in the overlapping active scenarios, and the guiding resistance coefficient is calculated based on the force field intensity. By adjusting the user's movement trajectory to guide the user to enter the scene area with higher activity priority, the residence time of the user in the low-activity scenario can be reduced. The intensity of the reverse elastic reference force field changes positively with the overlapping area, resulting in a stronger guiding effect in the area with a higher degree of overlap, which helps to reduce the resource competition caused by excessive scene overlap. By flexibly adjusting the user's movement trajectory through the guiding resistance coefficient, the abruptness that may be brought about by forcibly changing the user's behavior is avoided, and the reasonable allocation of scene resources is achieved while ensuring the user experience.

[0025] 3. The present application provides a dynamic regulation method for a virtual-real fusion interaction space facing multiple scenarios. By calculating the deviation angle value between the user's movement direction and the actual movement trajectory, and when the angle value exceeds a preset threshold, the display parameters of different activity scenarios are differentially adjusted, reducing the transparency and depth-of-field parameters of low-activity scenarios while increasing the clarity parameters of high-activity scenarios. When the user responds to the guidance to a large extent, the change in the scene display effect can strengthen the user's spatial perception, guiding the attention to naturally transition to high-activity scenarios, making the scene transition process more visually coherent, achieving a smooth visual guidance effect while maintaining the integrity of the scene space, and improving the spatial orientation and immersive experience in multi-scenario fusion interaction. BRIEF DESCRIPTION OF THE DRAWINGS

[0026] Figure 1 is a flowchart of a dynamic regulation method for a virtual-real fusion interaction space facing multiple scenarios in an embodiment of the present application.

[0027] Figure 2 is another flowchart of a dynamic regulation method for a virtual-real fusion interaction space facing multiple scenarios in an embodiment of the present application.

[0028] Figure 3 is a schematic structural diagram of an entity device of a dynamic regulation system for a virtual-real fusion interaction space facing multiple scenarios provided in an embodiment of the present application. DETAILED DESCRIPTION OF THE EMBODIMENTS

[0029] The terms used in the following embodiments of the present application are only for the purpose of describing specific embodiments and are not intended to limit the present application. As used in the specification and appended claims of the present application, the singular forms "a", "an", "the", "above-mentioned", "said", and "this" are also intended to include the plural forms, unless the context clearly indicates otherwise. It should also be understood that the term "and / or" used in the present application refers to any or all possible combinations including one or more of the listed items.

[0030] Hereinafter, the terms "first" and "second" are only used for descriptive purposes and cannot be construed as implying or indicating relative importance or implicitly specifying the quantity of the indicated technical features. Thus, the features defined with "first" and "second" may explicitly or implicitly include one or more of such features. In the description of the embodiments of the present application, unless otherwise stated, the meaning of "a plurality" is two or more.

[0031] The following uses an embodiment and combines Figure 1 , to describe a dynamic regulation method for a virtual-real fusion interaction space facing multiple scenarios in an embodiment of the present application: Please refer to Figure 1 , which is a schematic flowchart of a dynamic regulation method for a virtual-real fusion interaction space for multiple scenarios in an embodiment of this application.

[0032] S101. Establish a scene activity index based on user data; The system establishes a scene activity index based on user data. The user data includes user participation, scene resource occupancy rate, and scene switching frequency. The scene activity index is calculated through a non-linear combination of user participation, scene resource occupancy rate, and scene switching frequency. Specifically, the user participation, scene resource occupancy rate, and scene switching frequency are respectively normalized to obtain the first parameter, the second parameter, and the third parameter corresponding one-to-one to the user participation, scene resource occupancy rate, and scene switching frequency; the first parameter, the second parameter, and the third parameter are calculated according to the non-linear combination to obtain the scene activity index. The functional formula of the non-linear combination is: Q = αe a +βln(1 + b)+γc 2 In the functional formula, Q is the scene activity index, a is the first parameter, b is the second parameter, c is the third parameter, α, β, and γ are preset weight coefficients, and α + β + γ = 1.

[0033] In this step, the system establishes a scene activity index based on user data. The user data may include but is not limited to user participation, scene resource occupancy rate, scene switching frequency, etc. The scene activity index can be obtained through comprehensive analysis and calculation of these user data, reflecting the activity level of the scene. The purpose of establishing the scene activity index is to provide a basis for subsequent steps so that the system can divide and manage virtual scenes according to the scene activity index.

[0034] S102. Divide each virtual scene into an active scene and a passive scene according to the scene activity index; The system divides each virtual scene into an active scene and a passive scene according to the scene activity index. The resource allocation priority of the active scene changes in positive correlation with the preset first coefficient as the activity index, and the resource allocation priority of the passive scene changes in inverse correlation with the preset second coefficient as the resource occupancy rate of the active scene. In this step, the system divides each virtual scene into two categories: an active scene and a passive scene according to the scene activity index established in step S101. The active scene refers to the scene with a higher activity index, and the passive scene refers to the scene with a lower activity index. The purpose of the division is to allocate different resources to different types of scenes to improve the system operation efficiency.

[0035] Specifically, the system can set an activity index threshold, which is the mean of the sum of all activity index thresholds. Scenarios with an activity index higher than this threshold are classified as active scenarios, and scenarios with an activity index lower than this threshold are classified as passive scenarios. At the same time, the system can also dynamically adjust the resource allocation priority of scenarios according to the activity index of the scenarios, that is, the resource allocation priority of active scenarios changes in positive correlation with their activity index, and the change coefficient is a preset first coefficient; the resource allocation priority of passive scenarios changes in inverse correlation with the resource occupancy rate of active scenarios, and the change coefficient is a preset second coefficient. Through this dynamic adjustment, the system can achieve a reasonable allocation of resources among different scenarios.

[0036] S103. Construct an elastic buffer area between the active scenario and the passive scenario; The system constructs an elastic buffer area between the active scenario and the passive scenario. The initial value of the range of the elastic buffer area is determined according to the ratio of the activity index of the active scenario to the activity index of the passive scenario. Specifically, calculate the ratio of the activity index of the active scenario to the activity index of the passive scenario; substitute the ratio into the preset buffer area range calculation function to determine the initial value of the range of the elastic buffer area; construct the elastic buffer area according to the initial value.

[0037] In this step, the system constructs an elastic buffer area between the active scenario and the passive scenario to smooth the experience during scenario switching and avoid problems such as lag during the switching process. The elastic buffer area can be understood as a transition area. When the user switches between scenarios, the system first moves the user to this area, then expands or contracts this area according to the moving direction and speed of the user, and finally moves the user to the target scenario.

[0038] Specifically, the system first calculates the ratio of the activity index of the active scenario to the activity index of the passive scenario, and substitutes this ratio into the preset buffer area range calculation function to determine the initial range of the elastic buffer area. During the actual construction process, the system can demarcate a certain range in the boundary area between the active scenario and the passive scenario as the initial area of the elastic buffer area. When the user moves to this area, the range of the buffer area is dynamically expanded or contracted according to the scenario adjustment operation in the subsequent steps.

[0039] S104. When it is detected that a scenario switch occurs, perform a scenario adjustment operation; When the system detects a scene switch, it performs a scene adjustment operation. The scene adjustment operation includes, when it detects that the user moves from an active scene to a passive scene, controlling the elastic buffer area to expand towards the passive scene direction at a preset first multiple rate of the user's moving speed; when it detects that the user moves from the passive scene to the active scene, controlling the elastic buffer area to contract towards the active scene direction at a preset second multiple rate of the user's moving speed.

[0040] In this step, when the system detects that the user performs a scene switch operation, the system will perform a scene adjustment operation to smooth the scene switch process. The specific scene adjustment operation depends on the direction in which the user switches scenes, that is, whether the user switches from the active scene to the passive scene or from the passive scene to the active scene.

[0041] When the user switches from the active scene to the passive scene, the system will control the elastic buffer area constructed in step S103 to expand towards the passive scene direction at a preset first multiple rate of the user's moving speed. In this way, when the user is moving, they will first enter the elastic buffer area, and the system will then expand the buffer area according to their moving speed. When the user reaches the passive scene boundary, they will smoothly enter the passive scene.

[0042] Conversely, when the user switches from the passive scene to the active scene, the system will control the elastic buffer area to contract towards the active scene direction at a preset second multiple rate of the user's moving speed. When the user is moving, they will also first enter the elastic buffer area, and the system will contract the buffer area according to their moving speed until the user smoothly enters the active scene.

[0043] S105. When multiple active scenes overlap, convert the active scene with a scene activity index lower than the average value of the scene activity indices into a passive scene and perform a scene adjustment operation.

[0044] In this step, the system processes the situation where multiple active scenes overlap. When it detects that multiple active scenes overlap with each other, the system will compare the activity indices of each scene and calculate the average value of their activity indices. For the active scene with an activity index lower than the average value, the system will convert it into a passive scene and then perform a scene adjustment operation.

[0045] Specifically, the system can determine whether multiple active scenarios overlap by calculating spatial coordinates. When overlap is detected, the system will compare the activity indices of each active scenario and calculate the average activity index. For the active scenarios with activity indices lower than the average, the system will mark them as passive scenarios. Then, the system performs the scenario adjustment operation in step S104, that is, reconstructs the elastic buffer area between the new active scenarios and the passive scenarios, and controls the buffer area to expand or contract according to the user's movement.

[0046] In the above embodiments, dividing the scenarios into active scenarios and passive scenarios and establishing the corresponding resource allocation priority mechanism can ensure that important scenarios obtain sufficient system resource support. Constructing the elastic buffer area and dynamically adjusting its range according to the user's movement can achieve a smooth transition during the scenario switching process and reduce the sense of experience fragmentation caused by sudden scenario changes. When scenario overlap occurs, judging by the average value of the activity indices to convert some active scenarios into passive scenarios can reduce system resource competition and improve resource utilization efficiency. Through the quantitative evaluation of the importance degree of scenarios and the dynamic resource regulation based on the evaluation results, the coordinated operation between multiple scenarios in the virtual-real fusion interaction space is realized, improving the performance of important scenarios and reducing the decline in system performance caused by excessive resource competition.

[0047] To further optimize the user interaction experience in the scenario overlap area, the embodiment of the present application also introduces an adaptive guidance mechanism based on user behavior on the basis of performing the scenario adjustment operation. This mechanism constructs a reverse elastic reference force field in the overlap area, calculates the guiding resistance in combination with the user's real-time motion state, and cooperates with the dynamic adjustment of the scenario display parameters and the intelligent avoidance of scenario elements. The following combines Figure 2 to describe another dynamic regulation method for the virtual-real fusion interaction space facing multiple scenarios in the embodiment of the present application: Please refer to Figure 2 which is another process schematic diagram of a dynamic regulation method for the virtual-real fusion interaction space facing multiple scenarios in the embodiment of the present application.

[0048] S201. Generate a reverse elastic reference force field in the overlapping active scenarios; The system generates a reverse elastic reference force field in the overlapping active scenarios, and the intensity value of the reverse elastic reference force field changes positively with the size of the overlapping area where the overlap occurs.

[0049] In this step, after the system detects that multiple active scenarios overlap, a reverse elastic reference force field is generated within the overlapping area. The role of this force field is to affect the user's movement trajectory through guiding resistance when the user enters the overlapping area, causing the user to preferentially pass through areas with a higher scene activity index. The reverse elastic reference force field can be understood as a virtual force field distribution, where the intensity of the force field is different at different positions, and the direction of the force field points to the area with a lower activity index.

[0050] Specifically, the system can generate the reverse elastic reference force field in the following way: First, the system calculates the overlapping area of the overlapping region. Then, the system calculates the intensity value of the reverse elastic reference force field according to a preset positive correlation function. This function can reflect the positive correlation between the force field intensity and the overlapping area, that is, the larger the overlapping area, the greater the force field intensity. After calculating the force field intensity, the system generates a reverse elastic reference force field with the corresponding intensity at each position within the overlapping area.

[0051] During the process of generating the reverse elastic reference force field, there may be a problem that the force field distribution is uneven, resulting in the user being subjected to too much or too little guiding resistance at certain positions. To solve this problem, the system can adopt an adaptive force field generation algorithm based on the shape of the overlapping region. This algorithm generates force fields with different intensities at different positions according to the shape characteristics of the overlapping region, so as to make the distribution of guiding resistance within the entire overlapping area more reasonable.

[0052] S202. When it is detected that the user enters the overlapping area where overlap occurs, calculate the guiding resistance coefficient based on the intensity value of the reverse elastic reference force field; When it is detected that the user enters the overlapping area where overlap occurs, the system calculates the guiding resistance coefficient based on the intensity value of the reverse elastic reference force field. Specifically, the real-time movement speed and movement direction of the user in the overlapping area are obtained, and the speed correction factor is calculated according to the real-time movement speed; the intensity value of the reverse elastic reference force field and the speed correction factor are weighted and calculated to obtain the basic resistance value, and the direction attenuation coefficient is calculated according to the angle between the movement direction and the scene area with the highest scene activity index; the basic resistance value is multiplied by the direction attenuation coefficient to obtain the guiding resistance coefficient.

[0053] When the system detects that the user enters the overlapping area where overlap occurs, the system will calculate the guiding resistance coefficient based on the intensity value of the reverse elastic reference force field generated in step S201. This coefficient is used to quantify the influence degree of the force field on the user's movement trajectory. The calculation of the guiding resistance coefficient needs to comprehensively consider the real-time movement state of the user within the overlapping area and the relationship between the movement direction and the scene activity index.

[0054] Specifically, the system first obtains the user's real-time movement speed and movement direction within the overlapping area. Then, the system calculates a speed correction factor based on the real-time movement speed. The speed correction factor reflects the influence of speed on the guiding resistance and can be calculated using a preset speed-correction factor mapping table. Next, the system performs a weighted operation on the intensity value of the reverse elastic reference force field and the speed correction factor to obtain a basic resistance value. Then, the system calculates the angle between the user's movement direction and the scene area with the highest scene activity index and calculates a direction attenuation coefficient based on this angle. Finally, the system multiplies the basic resistance value by the direction attenuation coefficient to obtain a guiding resistance coefficient.

[0055] S203. Adjust the user's movement trajectory in the virtual scene according to the guiding resistance coefficient; The system adjusts the user's movement trajectory in the virtual scene according to the guiding resistance coefficient, so that the movement trajectory passes through the scene area where the scene activity index is higher than the average value of the scene activity index.

[0056] In this step, the system adjusts the user's movement trajectory in the virtual scene according to the guiding resistance coefficient calculated in step S202, so that it passes through the area where the scene activity index is higher than the average value as much as possible. This allows the user to preferentially come into contact with the more active scene content and improves the user's interaction experience.

[0057] Specifically, the system can adjust the user's movement trajectory in the following way: First, the system predicts the user's movement trajectory in the next period of time based on the user's current position and movement direction. Then, the system takes a sampling point at a certain distance interval on the predicted movement trajectory and calculates the magnitude and direction of the guiding resistance at the sampling point. Next, the system offsets the position of the sampling point according to the guiding resistance, with the offset direction being the direction of the guiding resistance and the offset distance being proportional to the magnitude of the guiding resistance. Finally, the system generates an adjusted movement trajectory based on the offset sampling point positions.

[0058] S204. Calculate the deviation angle value between the user's movement direction and the movement trajectory; In this step, the system calculates the deviation angle value between the user's actual movement direction and the adjusted movement trajectory. The deviation angle value reflects the user's acceptance of the system's guidance. The larger the deviation angle, the less willing the user is to accept the system's guidance of their movement.

[0059] The system can calculate the user's actual movement direction by tracking the user's real-time position in the virtual scene. Then, the system calculates the angle between the actual movement direction and the tangent direction of the adjusted movement trajectory generated in step S203 at the user's current position, and takes this angle as the deviation angle value.

[0060] S205. When the deviation angle value is greater than the preset angle threshold, reduce the transparency parameter and depth-of-field parameter of the scene whose scene activity index is lower than the average value of the scene activity index according to the preset attenuation ratio; When the system detects that the deviation angle value is greater than the preset angle threshold, it indicates that the user's acceptance of the system's guidance is relatively low. In this case, the system will adjust the display effect of the scenes with an activity index lower than the average value to reduce the attractiveness of these scenes to the user and further guide the user to move towards the area with a high activity index.

[0061] Specifically, the system can multiply the transparency parameter and depth-of-field parameter of these scenes by the preset attenuation ratio respectively, thereby reducing the transparency and depth-of-field effects of the scene. The attenuation ratio can be dynamically adjusted according to the size of the deviation angle value. The larger the deviation angle value, the smaller the attenuation ratio, and the more obvious the attenuation of the scene display effect.

[0062] S206. Increase the clarity parameter of the scene whose scene activity index is higher than the average value of the scene activity index according to the preset gain ratio; Corresponding to step S205, in this step, the system adjusts the display effect of the scenes with an activity index higher than the average value to enhance the attractiveness of these scenes to the user.

[0063] Specifically, the system can multiply the clarity parameter of these scenes by the preset gain ratio, thereby enhancing the clarity effect of the scene. The setting of the gain ratio can be similar to the setting of the attenuation ratio in step S205, that is, it is dynamically adjusted according to the size of the deviation angle value.

[0064] S207. Construct a dynamic scene switching channel along the user's movement trajectory; In this step, the system constructs a dynamic scene switching channel along the user's movement trajectory in the virtual scene. This channel can be understood as a virtual pipeline, and the user's movement in the virtual scene is restricted within this channel. By constructing the scene switching channel, the system can further guide the user to switch between different scenes.

[0065] Specifically, the system can extract the main trend direction of the trajectory based on the user's historical movement trajectory and construct a scene switching channel with a certain width based on this direction. During the process of constructing the channel, the system can comprehensively consider the distribution of the activity indexes of different scenes and preferentially include the scene areas with a high activity index within the channel range.

[0066] S208. Obtain the fixation point coordinates of the user within the dynamic scene switching channel and calculate the distance between the scene elements within the dynamic scene switching channel and the fixation point coordinates; In this step, the system obtains the user's fixation point coordinates in the dynamic scene switching channel, and calculates the distance between the scene elements in the channel and the fixation point based on the fixation point. The fixation point reflects the position where the user's line of sight is focused, and the distance between the scene element and the fixation point can reflect the degree of attraction of the element to the user. The closer the distance, the greater the attraction.

[0067] Specifically, the system can obtain the user's real-time fixation point coordinates through the eye tracking device on the head-mounted display device. Then, the system traverses all the scene elements in the dynamic scene switching channel, calculates the Euclidean distance between the center coordinates of each element and the fixation point coordinates, and stores the distance value together with other attributes of the element (such as the activity index).

[0068] S209. When the distance is less than the preset distance threshold, adjust the position of the scene element according to the preset yielding rule.

[0069] In this step, the system determines whether the distance between the scene element and the fixation point is less than the preset distance threshold. When the distance is less than the threshold, it indicates that the scene element has a greater attraction to the user and may affect the user's movement in the dynamic scene switching channel. Therefore, the system needs to adjust the position of the scene element according to the preset yielding rule to make room for the movement of the user's line of sight.

[0070] Specifically, the yielding rule can be designed according to the requirements of the application scenario. A common yielding rule is to move the scene element along the shortest distance path to the edge of the channel in the opposite direction of the user's line of sight, starting from the fixation point, until the distance between the element and the fixation point is greater than or equal to the distance threshold. Other yielding rules are not limited here.

[0071] In the above embodiments, a reverse elastic reference force field is generated in the overlapping active scenes, and the guiding resistance coefficient is calculated based on the force field strength. By adjusting the user's movement trajectory to guide the user to preferentially enter the scene area with higher activity, the residence time of the user in the low-activity scene can be reduced. The strength of the reverse elastic reference force field changes positively with the overlapping area, so that a stronger guiding effect is generated in the area with a higher degree of overlap, which helps to reduce the resource competition caused by excessive scene overlapping. By flexibly adjusting the user's movement trajectory through the guiding resistance coefficient, the abruptness that may be brought about by forcibly changing the user's behavior is avoided, and the reasonable allocation of scene resources is achieved while ensuring the user experience.

[0072] The system in the embodiments of the present invention application will be described from the perspective of hardware processing. Please refer to Figure 3 , which is a schematic structural diagram of an entity device of a multi-scene virtual-real fusion interactive space dynamic regulation system provided by the embodiments of the present application.

[0073] It should be noted that Figure 3The structure of the system shown is only an example and should not impose any limitation on the functions and scope of use of the embodiments of the present invention.

[0074] As Figure 3 shown, the system includes a Central Processing Unit (CPU) 301, which can perform various appropriate actions and processes according to a program stored in a Read-Only Memory (ROM) 302 or a program loaded from a storage section 308 into a Random Access Memory (RAM) 303, such as executing the method in the above embodiments. In the RAM 303, various programs and data required for system operation are also stored. The CPU 301, the ROM 302, and the RAM 303 are connected to each other via a bus 304. An Input / Output (I / O) interface 305 is also connected to the bus 304.

[0075] The following components are connected to the I / O interface 305: an input section 306 including a camera, an infrared sensor, etc.; an output section 307 including a Liquid Crystal Display (LCD), a speaker, etc.; a storage section 308 including a hard disk, etc.; and a communication section 309 including a network interface card such as a LAN (Local Area Network) card, a modem, etc. The communication section 309 performs communication processing via a network such as the Internet. A drive 310 is also connected to the I / O interface 305 as required. A removable medium 311, such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, etc., is installed on the drive 310 as required so that a computer program read from it can be installed into the storage section 308 as required.

[0076] Specifically, according to the embodiments of the present invention, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, the embodiments of the present invention include a computer program product that includes a computer program carried on a computer-readable medium, and the computer program includes a computer program for executing the method shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from a network via the communication section 309 and / or installed from the removable medium 311. When the computer program is executed by a Central Processing Unit (CPU) 301, various functions defined in the present invention are executed.

[0077] It should be noted that the computer-readable medium shown in the embodiments of the present invention can be a computer-readable signal medium, a computer-readable storage medium, or any combination of the two. A computer-readable storage medium can be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the above. More specific examples of a computer-readable storage medium can include, but are not limited to: an electrical connection with one or more wires, a portable computer disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM), a flash memory, an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above. In the present invention, a computer-readable storage medium can be any tangible medium that contains or stores a program, and this program can be used by or in conjunction with an instruction execution system, apparatus, or device. In the present invention, a computer-readable signal medium can include a data signal propagated in a baseband or as part of a carrier wave, which carries a computer-readable computer program. Such a propagated data signal can take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above.

[0078] The flowcharts and block diagrams in the accompanying drawings illustrate the possible architectures, functions, and operations of systems, methods, and computer program products according to various embodiments of the present invention. Among them, each block in the flowchart or block diagram can represent a module, a program segment, or a part of code, and the above module, program segment, or part of code contains one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions marked in the blocks may occur in a different order than that marked in the accompanying drawings. For example, two consecutive blocks shown may actually be executed substantially in parallel, and they may sometimes be executed in the reverse order, depending on the functions involved. It should also be noted that each block in the block diagram or flowchart, as well as the combination of blocks in the block diagram or flowchart, can be implemented by a dedicated hardware-based system for performing the specified functions or operations, or can be implemented by a combination of dedicated hardware and computer instructions.

[0079] As another aspect, the present invention also provides a computer-readable storage medium, which may be included in the system described in the above embodiments; or may exist alone without being assembled into the system. The above storage medium carries one or more computer programs, and when the one or more computer programs are executed by a processor of a system, the system implements the method provided in the above embodiments.

[0080] As described above, the above embodiments are only used to illustrate the technical solutions of the present application and are not intended to limit them; although the present application has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that they can still modify the technical solutions described in the foregoing embodiments, or perform equivalent replacements for some of the technical features; and these modifications or replacements do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the various embodiments of the present application.

[0081] As used in the above embodiments, depending on the context, the term "when..." can be interpreted as "if...", or "after...", or "in response to determining...", or "in response to detecting...". Similarly, depending on the context, the phrase "when determining..." or "if detecting (the stated condition or event)" can be interpreted as "if determining...", or "in response to determining...", or "when detecting (the stated condition or event)", or "in response to detecting (the stated condition or event)".

[0082] In the above embodiments, it can be implemented in whole or in part by software, hardware, firmware, or any combination thereof. When implemented using software, it can be implemented in whole or in part in the form of a computer program product. The computer program product includes one or more computer instructions. When the computer program instructions are loaded and executed on a computer, the processes or functions described in the embodiments of the present application are generated in whole or in part. The computer can be a general-purpose computer, a special-purpose computer, a computer network, or other programmable devices. The computer instructions can be stored in a computer-readable storage medium, or transmitted from one computer-readable storage medium to another computer-readable storage medium. For example, the computer instructions can be transmitted from one website, computer, server, or data center to another website, computer, server, or data center by wire (such as coaxial cable, optical fiber, digital subscriber line) or wirelessly (such as infrared, wireless, microwave, etc.). The computer-readable storage medium can be any available medium that a computer can access, or a data storage device such as a server, data center, etc. that includes one or more available media integrated. The available media can be magnetic media (such as floppy disks, hard disks, magnetic tapes), optical media (such as DVDs), or semiconductor media (such as solid-state drives), etc.

[0083] Those of ordinary skill in the art can understand that all or part of the processes in the methods of the above embodiments can be completed by relevant hardware instructed by a computer program. This program can be stored in a computer-readable storage medium. When the program is executed, it can include the processes of the above method embodiments. The foregoing storage medium includes various media that can store program codes, such as ROM, random access memory (RAM), magnetic disks, or optical discs.

Claims

1. A dynamic regulation method for a virtual-real fusion interaction space oriented to multiple scenarios, characterized in that, Including: Establishing a scene activity index based on user data, where the user data includes user participation, scene resource occupancy rate, and scene switching frequency, and the scene activity index is calculated through a non-linear combination of the user participation, the scene resource occupancy rate, and the scene switching frequency; Dividing each virtual scene into an active scene and a passive scene according to the scene activity index, where the resource allocation priority of the active scene changes in positive correlation with the activity index at a preset first coefficient, and the resource allocation priority of the passive scene changes in inverse correlation with the resource occupancy rate of the active scene at a preset second coefficient; Constructing an elastic buffer area between the active scene and the passive scene, where the initial value of the range of the elastic buffer area is determined according to the ratio of the activity index of the active scene to the activity index of the passive scene; When it is detected that a scene switch occurs, performing a scene adjustment operation, where the scene adjustment operation includes, when it is detected that the user moves from the active scene to the passive scene, controlling the elastic buffer area to expand towards the passive scene direction at a preset first multiple rate of the user's moving speed; when it is detected that the user moves from the passive scene to the active scene, controlling the elastic buffer area to contract towards the active scene direction at a preset second multiple rate of the user's moving speed; When multiple active scenes overlap, converting the active scene with a scene activity index lower than the average value of the scene activity index into a passive scene, and performing the scene adjustment operation.

2. The method according to claim 1, wherein The establishing the scene activity index based on user data specifically includes: Performing normalization processing on the user participation, the scene resource occupancy rate, and the scene switching frequency respectively to obtain a first parameter, a second parameter, and a third parameter corresponding one by one to the user participation, the scene resource occupancy rate, and the scene switching frequency; calculating the scene activity index through a non-linear combination of the first parameter, the second parameter, and the third parameter, and the functional formula of the non-linear combination is: Q = αe a + βln(1 + b)+ γc 2 In the functional formula, Q is the scene activity index, a is the first parameter, b is the second parameter, c is the third parameter, α, β, and γ are preset weight coefficients, and α + β + γ = 1.

3. The method according to claim 1, wherein The constructing the elastic buffer area between the active scene and the passive scene specifically includes: Calculating the ratio of the activity index of the active scene to the activity index of the passive scene; Substituting the ratio into a preset buffer area range calculation function to determine the initial value of the range of the elastic buffer area; Constructing the elastic buffer area according to the range initial value.

4. The method according to claim 1, wherein After the converting the active scene with a scene activity index lower than the average value of the scene activity index into a passive scene and performing the scene adjustment operation when multiple active scenes overlap, the method further includes: Generate a reverse elastic reference force field in the active scenario with overlap, where the intensity value of the reverse elastic reference force field changes in positive correlation with the size of the overlapping area with overlap; When it is detected that the user enters the overlapping area with overlap, calculate a guiding resistance coefficient based on the intensity value of the reverse elastic reference force field; Adjust the movement trajectory of the user in the virtual scenario according to the guiding resistance coefficient, so that the movement trajectory passes through the scenario area where the scenario activity index is higher than the average value of the scenario activity index.

5. The method according to claim 4, wherein The calculating the guiding resistance coefficient based on the intensity value of the reverse elastic reference force field specifically includes: Obtain the real-time movement speed and movement direction of the user in the overlapping area, and calculate a speed correction factor according to the real-time movement speed; Perform a weighted operation on the intensity value of the reverse elastic reference force field and the speed correction factor to obtain a basic resistance value, and calculate a direction attenuation coefficient according to the angle between the movement direction and the scenario area with the highest scenario activity index; Multiply the basic resistance value by the direction attenuation coefficient to obtain the guiding resistance coefficient.

6. The method according to claim 4 or 5, characterized in that, After adjusting the movement trajectory of the user in the virtual scenario according to the guiding resistance coefficient so that the movement trajectory passes through the scenario area where the scenario activity index is higher than the average value of the scenario activity index, the method further includes: Calculate the deviation angle value between the movement direction of the user and the movement trajectory; When the deviation angle value is greater than a preset angle threshold, reduce the transparency parameter and depth of field parameter of the scenario where the scenario activity index is lower than the average value of the scenario activity index according to a preset attenuation ratio; Increase the clarity parameter of the scenario where the scenario activity index is higher than the average value of the scenario activity index according to a preset gain ratio.

7. The method according to claim 6, wherein After increasing the clarity parameter of the scenario where the scenario activity index is higher than the average value of the scenario activity index according to a preset gain ratio, the method further includes: Construct a dynamic scenario switching channel along the movement trajectory of the user; Obtain the fixation point coordinates of the user in the dynamic scenario switching channel, and calculate the distance between the scenario elements in the dynamic scenario switching channel and the fixation point coordinates; When the distance is less than a preset distance threshold, adjust the positions of the scenario elements according to a preset yielding rule.

8. A dynamic regulation system for a virtual-real fusion interaction space facing multiple scenarios, characterized in that, The system includes: One or more processors and a memory; the memory is coupled to the one or more processors, the memory is used to store computer program code, the computer program code includes computer instructions, and the one or more processors call the computer instructions to enable the system to execute the method according to any one of claims 1-7.

9. A computer-readable storage medium, comprising instructions, characterized in that, When the instructions run on the system, enable the system to execute the method according to any one of claims 1-7.

10. A computer program product, characterized in that, When the computer program product runs on the system, enable the system to execute the method according to any one of claims 1-7.

Citation Information

Patent Citations

  • MI-BCI system based on multi-scene induction and control method thereof

    CN109992113A

  • Community activeness index acquisition method and system based on block chain system, medium and terminal

    CN112766697A

  • Parameter processing method and device of virtual camera, electronic equipment and storage medium

    CN117710474A

  • User preference recommendation method, device, medium and computer program product

    CN119202401A

  • Automatic tracking system based on XR space

    CN119722746A