A multi-scene-oriented virtual-real fusion interactive space dynamic regulation method and system

By dividing the scene activity index and adjusting the elastic buffer area, the problem of mutual interference between virtual scenes under multiple users and multiple scenarios is solved, and the coordinated operation and smooth experience of the virtual-real integrated interactive space are realized.

CN120355870BActive Publication Date: 2026-03-27JIN CHENYU (TIANJIN) TECHNOLOGY CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-04-11
Publication Date
2026-03-27

AI Technical Summary

Technical Problem

Traditional virtual-real fusion interactive systems are prone to mutual interference and conflict between virtual scenes in multi-user, multi-scenario environments, which affects the user experience.

Method used

By establishing a scene activity index, dividing active and passive scenes, constructing an elastic buffer zone, and dynamically adjusting resource allocation priority and user movement trajectory when switching scenes, a reverse elastic reference field is generated to guide users into scenes with higher activity levels.

Benefits of technology

It enables coordinated operation across multiple scenarios, reduces resource competition and fragmented user experience, and improves performance in critical scenarios and the smoothness of user interaction.

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Abstract

The application discloses a multi-scene-oriented virtual-real fusion interactive space dynamic regulation method and system, relates to the field of program loading or starting, and establishes a scene activity index based on user data in the method; each virtual scene is divided into a main dynamic scene and a passive dynamic scene according to the scene activity index; an elastic buffer area is constructed between the main dynamic scene and the passive dynamic scene; when it is detected that a scene switching occurs, a scene adjustment operation is performed; when a plurality of main dynamic scenes overlap, a main dynamic scene with a scene activity index lower than an average value of the scene activity index is converted into a passive dynamic scene, and a scene adjustment operation is performed. The application is used for solving mutual interference and conflicts between virtual scenes caused by multiple users in the same virtual-real fusion space.
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Description

TECHNICAL FIELD

[0001] The application belongs to the field of program loading or starting, and particularly relates to a multi-scene-oriented dynamic regulation method and system for virtual-real fusion interactive space. BACKGROUND

[0002] With the popular application of virtual reality technology in daily life scenes such as home entertainment, online education and fitness, people's demand for virtual-real fusion interactive space is growing. Traditional virtual-real fusion interactive systems can usually only support the application of a single functional scene. For example, users need to switch different application programs when carrying out different activities such as virtual fitness and online course learning. This fragmented use not only increases the user's operation burden, but also makes it difficult to realize seamless connection and resource sharing between scenes.

[0003] In related technologies, multi-dimensional biological sensors can be equipped to collect user's motion state, voice instruction and gesture action and the like, and a context perception algorithm can be combined to realize intelligent identification and rapid switching of scenes, so that users can naturally and smoothly carry out activities in different virtual scenes.

[0004] However, when multiple users simultaneously carry out different types of activities in the same virtual-real fusion space, due to the lack of scene collaborative scheduling mechanism, mutual interference and conflict between virtual scenes are easily caused, which affects the use experience of multiple users in the shared space. SUMMARY

[0005] The application provides a multi-scene-oriented dynamic regulation method and system for virtual-real fusion interactive space, which is used to solve the mutual interference and conflict between virtual scenes caused by multiple users simultaneously in the same virtual-real fusion space.

[0006] In a first aspect, the application provides a multi-scene-oriented dynamic regulation method for virtual-real fusion interactive space, which establishes a scene activity index based on user data, the user data including user participation, scene resource occupation rate and scene switching frequency, and the scene activity index is calculated through nonlinear combination of the user participation, the scene resource occupation rate and the scene switching frequency; each virtual scene is divided into a main dynamic scene and a passive dynamic scene according to the scene activity index, the resource allocation priority of the main dynamic scene changes in positive correlation with the activity index with a preset first coefficient, and the resource allocation priority of the passive dynamic scene changes in inverse correlation with the resource occupation rate of the main dynamic scene with a preset second coefficient.

[0007] An elastic buffer area is constructed between the main dynamic scene and the passive dynamic scene, and the range of the elastic buffer area is initially determined according to the ratio of the activity index of the main dynamic scene to the activity index of the passive dynamic scene.

[0008] When the scene switching is detected, a scene adjustment operation is performed, the scene adjustment operation comprising: when it is detected that the user moves from the main dynamic scene to the passive dynamic scene, controlling the elastic buffer area to expand in the direction of the passive dynamic scene at a preset first speed multiple of the moving speed of the user; when it is detected that the user moves from the passive dynamic scene to the main dynamic scene, controlling the elastic buffer area to shrink in the direction of the main dynamic scene at a preset second speed multiple of the moving speed of the user.

[0009] When the multiple main dynamic scenes overlap, the main dynamic scene with a scene activity index lower than the average of the scene activity indexes is converted into a passive dynamic scene, and the scene adjustment operation is performed.

[0010] By adopting the technical solutions, the scene is divided into the main dynamic scene and the passive dynamic scene, and the corresponding resource allocation priority mechanism is established, so that the important scene can be ensured to obtain sufficient system resource support. The elastic buffer area is constructed, and the range of the elastic buffer area is dynamically adjusted according to the user movement, so that smooth transition can be realized in the scene switching process, and the experience fragmentation caused by scene mutation can be reduced. When the multiple main dynamic scenes overlap, the main dynamic scene with a scene activity index lower than the average of the scene activity indexes is converted into a passive dynamic scene, so that the system resource competition can be reduced, and the resource utilization efficiency can be improved. Through the quantitative evaluation of the scene importance and the dynamic resource regulation based on the evaluation result, the coordinated operation among the multiple scenes in the virtual-real fusion interactive space is realized, the performance of the important scene is improved, and the system performance decline caused by excessive resource competition is reduced.

[0011] In combination with some embodiments of the first aspect, in some embodiments, the scene activity index is established based on the user data, and specifically comprises:

[0012] The user participation, the scene resource occupancy rate and the scene switching frequency are normalized respectively to obtain the first parameter, the second parameter and the third parameter corresponding to the user participation, the scene resource occupancy rate and the scene switching frequency respectively;

[0013] The scene activity index is calculated according to the non-linear combination of the first parameter, the second parameter and the third parameter, and the function formula of the non-linear combination is:

[0014] Q=αe a +βln(1+b)+γc 2

[0015] In the function 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.

[0016] By adopting the technical solutions, the user participation, the scene resource occupancy rate and the scene switching frequency are normalized, and then the scene activity index is calculated by using a nonlinear combination, so that parameters of different dimensions can be uniformly mathematically operated. The exponential function is used to reflect the influence of the user participation on the activity, so as to highlight the importance of the high-participation scene; the logarithmic function is used to process the resource occupancy rate, so as to produce an inhibitory effect when the resource occupancy rate is high; and the square function is used to process the scene switching frequency, so as to exert a greater weight on the frequently-switched scene.

[0017] In combination with some embodiments of the first aspect, in some embodiments, an elastic buffer region is constructed between the primary dynamic scene and the secondary dynamic scene, specifically including:

[0018] A ratio of the activity index of the primary dynamic scene to the activity index of the secondary dynamic scene is calculated.

[0019] The ratio is substituted into a preset buffer region range calculation function to determine a range initial value of the elastic buffer region.

[0020] The elastic buffer region is constructed according to the range initial value.

[0021] By adopting the technical solutions, the ratio of the activity index of the primary dynamic scene to the activity index of the secondary dynamic scene is calculated, and the ratio is substituted into a preset buffer region range calculation function to determine a range initial value of the elastic buffer region, so that the size of the buffer region can dynamically change with the difference in importance of the two scenes. When the activity index of the primary dynamic scene is much higher than that of the secondary dynamic scene, a larger ratio leads to a larger buffer region range, which provides more sufficient transition space for the user; when the activity indexes of the two scenes are close to each other, a smaller ratio leads to a smaller buffer region range, which helps to reduce the occupancy of space resources. This adaptive adjustment of the buffer region construction based on the difference in scene importance can ensure the smoothness of scene switching and reduce the waste of space resources caused by the fixed-range buffer region.

[0022] In combination with some embodiments of the first aspect, in some embodiments, when a plurality of primary dynamic scenes overlap, the primary dynamic scene with a scene activity index lower than a mean value of the scene activity index is converted into a secondary dynamic scene, and after a scene adjustment operation is performed, the method further includes:

[0023] A reverse elastic reference force field is generated in the overlapping primary dynamic scenes, and the intensity value of the reverse elastic reference force field positively changes with the size of the overlapping area.

[0024] When it is detected that the user enters the overlapping area, a guide resistance coefficient is calculated based on the intensity value of the reverse elastic reference force field.

[0025] The motion trajectory of the user in the virtual scene is adjusted according to the guiding resistance coefficient, so that the motion trajectory passes through a scene area with a scene activity index higher than the average of the scene activity indexes.

[0026] By adopting the technical solution, the reverse elastic reference force field is generated in the overlapped main dynamic scene, the guiding resistance coefficient is calculated based on the force field intensity, the user is guided to preferentially enter the scene area with higher activity by adjusting the motion trajectory of the user, and the residence time of the user in the low-activity scene can be reduced. The intensity of the reverse elastic reference force field positively changes with the overlapping area, so that stronger guiding effect is generated in the area with higher overlapping degree, which helps to reduce the resource competition caused by excessive overlapping of scenes. The motion trajectory of the user is flexibly adjusted by the guiding resistance coefficient, which avoids the abrupt feeling caused by forcibly changing the behavior of the user, and realizes the reasonable configuration of scene resources while ensuring the user experience.

[0027] In combination with some embodiments of the first aspect, in some embodiments, the guiding resistance coefficient is calculated based on the intensity value of the reverse elastic reference force field, specifically including:

[0028] The real-time motion speed and motion direction of the user in the overlapping area are acquired, a speed correction factor is calculated according to the real-time motion speed, the intensity value of the reverse elastic reference force field is weighted with the speed correction factor to obtain a basic resistance value, and a direction attenuation coefficient is calculated according to the included angle between the motion direction and the scene area with the highest scene activity index.

[0029] The basic resistance value is multiplied by the direction attenuation coefficient to obtain the guiding resistance coefficient.

[0030] By adopting the technical solution, the real-time motion speed and motion direction of the user in the overlapping area are acquired to calculate the speed correction factor, the intensity value of the reverse elastic reference force field is weighted with the speed correction factor to obtain the basic resistance value, the direction attenuation coefficient is calculated according to the included angle between the motion direction and the scene area with the highest scene activity index, and finally the basic resistance value is multiplied by the direction attenuation coefficient to obtain the guiding resistance coefficient. When the motion speed of the user is fast, the basic resistance value is adjusted by the speed correction factor to avoid abrupt change of the user experience caused by too large guiding resistance. When the included angle between the motion direction of the user and the high-activity scene area is large, the direction attenuation coefficient is correspondingly reduced to reduce the influence of the lateral guiding force. The guiding resistance calculation method based on multiple parameters ensures the effective guiding of the motion trajectory of the user, can make the user feel smooth and natural transition effect, and improves the smoothness of the interactive experience in the scene switching process.

[0031] In some embodiments combined with the first aspect, in some embodiments, after adjusting the motion trajectory of the user in the virtual scene according to the guiding resistance coefficient, the method further comprises:

[0032] calculating a deviation angle value between the motion direction of the user and the motion trajectory;

[0033] when the deviation angle value is greater than a preset angle threshold, reducing the transparency parameter and the depth of field parameter of the scene whose scene activity index is lower than the average scene activity index according to a preset attenuation ratio;

[0034] increasing the definition parameter of the scene whose scene activity index is higher than the average scene activity index according to a preset gain ratio.

[0035] By using the above technical solution, by calculating the deviation angle value between the motion direction of the user and the actual motion trajectory, and differentiating the display parameters of different activity scenes when the angle value exceeds the preset threshold, the transparency and depth of field parameters of the low-activity scene are reduced while the definition parameter of the high-activity scene is increased. When the user responds to the guidance to a large extent, the change of the scene display effect can strengthen the user's spatial perception, naturally transition the attention to the high-activity scene, make the scene conversion process more visually coherent, realize smooth visual guidance effect while maintaining the integrity of the scene space, and improve the spatial orientation and immersive experience in multi-scene fusion interaction.

[0036] In some embodiments combined with the first aspect, in some embodiments, after increasing the definition parameter of the scene whose scene activity index is higher than the average scene activity index according to a preset gain ratio, the method further comprises:

[0037] constructing a dynamic scene switching channel along the motion trajectory of the user;

[0038] obtaining the gaze point coordinates of the user in the dynamic scene switching channel, and calculating the distance between the scene elements in the dynamic scene switching channel and the gaze point coordinates;

[0039] when the distance is less than a preset distance threshold, adjusting the position of the scene elements according to a preset yielding rule.

[0040] By adopting the technical solution, the dynamic scene switching channel is constructed along the user motion track, the user gaze point coordinates are acquired in real time in the channel, the distance between the scene element and the gaze point is calculated, the scene element position is adjusted according to the yielding rule when the distance is less than the preset threshold, and the attention focus of the user can be actively perceived. In the process of the user passing through the scene, the position of the close-range scene element is intelligently adjusted, the user line of sight is prevented from being blocked or interfered by the scene element, the user always maintains a clear field of view in the scene switching channel, the scene space layout is optimized while the continuity of the user visual experience is ensured, and the space guiding efficiency and observation comfort in the multi-scene fusion interaction process are improved.

[0041] In a second aspect, the embodiments of the present application provide a multi-scene-oriented virtual-real fusion interaction space dynamic regulation system, which comprises one or more processors and a memory. The memory is coupled with the one or more processors, and is configured to store computer program codes. The computer program codes comprise computer instructions. The one or more processors invoke the computer instructions to enable the system to perform the method described in the first aspect and any possible implementation manner of the first aspect.

[0042] In a third aspect, the embodiments of the present application provide a computer readable storage medium comprising instructions, which, when executed on a system, cause the system to perform the method described in the first aspect and any possible implementation manner of the first aspect.

[0043] In a fourth aspect, the embodiments of the present application provide a computer program product, which, when executed on a system, causes the system to perform the method described in any possible implementation manner of the first aspect.

[0044] The one or more technical solutions provided in the embodiments of the present application have at least the following technical effects or advantages:

[0045] 1. The present application provides a multi-scene-oriented virtual-real fusion interaction space dynamic regulation method. The scenes are divided into active dynamic scenes and passive dynamic scenes, and a corresponding resource allocation priority mechanism is established, which can ensure that important scenes obtain sufficient system resource support. An elastic buffer area is constructed and its range is dynamically adjusted according to the user movement, which can realize smooth transition in the scene switching process and reduce the experience fragmentation caused by scene mutation. When scene overlap occurs, part of the active dynamic scenes is converted into passive dynamic scenes by judging the mean value of the activity index, which can reduce system resource competition and improve resource utilization efficiency. Through quantitative evaluation of the importance of the scene and dynamic resource regulation based on the evaluation result, coordinated operation between multiple scenes in the virtual-real fusion interaction space is realized, the performance of important scenes is improved, and the system performance degradation caused by excessive resource competition is reduced.

[0046] 2. The application provides a multi-scene-oriented virtual-real fusion interactive space dynamic regulation method. A reverse elastic reference force field is generated in an overlapping active dynamic scene, and a guide resistance coefficient is calculated based on the force field intensity. By adjusting the user's motion trajectory, the user is guided to preferentially enter a scene area with higher activity, which can reduce the user's residence time in a low-activity scene. The intensity of the reverse elastic reference force field positively correlates with the overlapping area, so that a stronger guiding effect is generated in areas with higher overlap, which helps to reduce resource competition caused by excessive overlap of scenes. By adjusting the user's motion trajectory through the guide resistance coefficient, the abruptness caused by forcibly changing the user's behavior is avoided, and the reasonable allocation of scene resources is realized while ensuring the user experience.

[0047] 3. The application provides a multi-scene-oriented virtual-real fusion interactive space dynamic regulation method. By calculating the deviation angle value between the user's motion direction and the actual motion trajectory, and differentiating the display parameters of different activity scenes when the angle value exceeds a preset threshold, the transparency and depth parameters of low-activity scenes are reduced while the clarity parameters of high-activity scenes are improved. When the user responds to the guidance to a large extent, the change in scene display effect can strengthen the user's spatial perception, guide the attention to naturally transition to the high-activity scene, making the scene conversion process more visually coherent, achieving smooth visual guidance effect while maintaining the integrity of the scene space, and improving the spatial orientation and immersive experience in multi-scene fusion interaction. BRIEF DESCRIPTION OF DRAWINGS

[0048] Figure 1 is a flowchart of a multi-scene-oriented virtual-real fusion interactive space dynamic regulation method in an embodiment of the application.

[0049] Figure 2 is another flowchart of a multi-scene-oriented virtual-real fusion interactive space dynamic regulation method in an embodiment of the application.

[0050] Figure 3 is an entity device structure diagram of a multi-scene-oriented virtual-real fusion interactive space dynamic regulation system provided in an embodiment of the application. DETAILED DESCRIPTION

[0051] The terminology used in the following embodiments of the present application is for the purpose of describing particular embodiments only and is not intended to be limiting of the present application. As used in the description of the embodiments of the application and the appended claims, the singular forms "a," "an" and "the" are intended to include both singular and plural forms, unless the context clearly indicates otherwise. It will be further understood that the terms "and / or," as used in the description of the embodiments of the application, refers to any one or more of the listed conditions or items, as well as any combination thereof.

[0052] Hereinafter, the terms "first", "second" are used only for the purpose of description, and cannot be understood as implying or suggesting relative importance or implicitly indicating the number of the indicated technical features. Therefore, the features defined with "first", "second" can explicitly or implicitly include one or more of the features, and in the description of the embodiments of the present application, the meaning of "multiple" is two or more, unless otherwise specified.

[0053] Hereinafter, an embodiment will be described with reference to the accompanying drawings Figure 1 A multi-scene virtual-real fusion interactive space dynamic regulation method is described in the embodiments of the present application.

[0054] Please refer to Figure 1 A flowchart of a multi-scene virtual-real fusion interactive space dynamic regulation method is provided in the embodiments of the present application.

[0055] S101, establish a scene activity index based on user data;

[0056] The system establishes a scene activity index based on user data, the user data including user participation, scene resource occupancy rate and scene switching frequency, the scene activity index being calculated through a nonlinear combination of the user participation, scene resource occupancy rate and scene switching frequency. Specifically, the user participation, scene resource occupancy rate and scene switching frequency are normalized to obtain a first parameter, a second parameter and a 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 a nonlinear combination to obtain the scene activity index, the function formula of the nonlinear combination being:

[0057] Q = a e a + β ln(1 + b) + γ c 2

[0058] In the function formula, Q is the scene activity index, a is the first parameter, b is the second parameter, c is the third parameter, and a, β and γ are preset weight coefficients, and a + β + γ = 1.

[0059] In this step, the system establishes a scene activity index based on user data. The user data can include but is not limited to user engagement, scene resource occupancy rate, and scene switching frequency, etc. The scene activity index can be calculated by comprehensive analysis 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 the subsequent steps, so that the system can divide and manage virtual scenes according to the scene activity index.

[0060] S102, dividing each virtual scene into a main dynamic scene and a passive dynamic scene according to the scene activity index;

[0061] The system divides each virtual scene into a main dynamic scene and a passive dynamic scene according to the scene activity index, and the resource allocation priority of the main dynamic scene changes with the activity index in a positive correlation with a preset first coefficient, and the resource allocation priority of the passive dynamic scene changes with the resource occupancy rate of the main dynamic scene in an inverse correlation with a preset second coefficient. In this step, the system divides each virtual scene into a main dynamic scene and a passive dynamic scene according to the scene activity index established in S101. The main dynamic scene refers to the scene with a higher activity index, and the passive dynamic scene refers to the scene with a lower activity index. The purpose of division is to allocate different resources to different types of scenes and improve system efficiency.

[0062] Specifically, the system can set an activity index threshold, which is the average of the sum of all activity index thresholds. Scenes higher than the threshold are divided into main dynamic scenes, and scenes lower than the threshold are divided into passive dynamic scenes. At the same time, the system can also dynamically adjust the resource allocation priority of the scene according to the activity index of the scene, that is, the resource allocation priority of the main dynamic scene changes with its activity index in a positive correlation with a preset first coefficient, and the resource allocation priority of the passive dynamic scene changes with the resource occupancy rate of the main dynamic scene in an inverse correlation with a preset second coefficient. Through this dynamic adjustment, the system can realize the reasonable allocation of resources among different scenes.

[0063] S103, constructing an elastic buffer area between the main dynamic scene and the passive dynamic scene;

[0064] The system constructs an elastic buffer area between the main dynamic scene and the passive dynamic scene, and the range initial value of the elastic buffer area is determined according to the ratio of the activity index of the main dynamic scene to the activity index of the passive dynamic scene. Specifically, the ratio of the activity index of the main dynamic scene to the activity index of the passive dynamic scene is calculated; the ratio is substituted into a preset buffer area range calculation function to determine the range initial value of the elastic buffer area; and the elastic buffer area is constructed according to the range initial value.

[0065] In this step, the system constructs an elastic buffer area between the primary dynamic scene and the secondary dynamic scene, aiming to smooth the experience during scene 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 scenes, the system first moves the user to this area, then expands or shrinks the area according to the user's moving direction and speed, and finally moves the user to the target scene.

[0066] Specifically, the system first calculates the ratio of the activity indexes of the primary dynamic scene and the secondary dynamic scene, substitutes the ratio into the preset buffer area range calculation function, and thus determines the initial range of the elastic buffer area. In the actual construction process, the system can draw a certain range in the boundary area between the primary dynamic scene and the secondary dynamic scene 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 shrunk according to the scene adjustment operation in the subsequent step.

[0067] S104, when it is detected that scene switching occurs, performing a scene adjustment operation;

[0068] When the system detects that scene switching occurs, the scene adjustment operation is performed, which includes controlling the elastic buffer area to expand at a preset first speed rate of the user's moving speed towards the secondary dynamic scene when it is detected that the user moves from the primary dynamic scene to the secondary dynamic scene, and controlling the elastic buffer area to shrink at a preset second speed rate of the user's moving speed towards the primary dynamic scene when it is detected that the user moves from the secondary dynamic scene to the primary dynamic scene.

[0069] In this step, when the system detects that the user performs a scene switching operation, the system will perform a scene adjustment operation to smooth the scene switching process. The specific scene adjustment operation depends on the direction of the user switching the scene, i.e., whether the user switches from the primary dynamic scene to the secondary dynamic scene or from the secondary dynamic scene to the primary dynamic scene.

[0070] When the user switches from the primary dynamic scene to the secondary dynamic scene, the system will control the elastic buffer area constructed in the S103 step to expand at a preset first speed rate of the user's moving speed towards the secondary dynamic scene. In this way, the user will first enter the elastic buffer area during the movement, and the system will then expand the buffer area according to the user's moving speed. When the user reaches the boundary of the secondary dynamic scene, the user will smoothly enter the secondary dynamic scene.

[0071] Conversely, when the user switches from the secondary dynamic scene to the primary dynamic scene, the system will control the elastic buffer area to shrink at a preset second speed rate of the user's moving speed towards the primary dynamic scene. The user will also first enter the elastic buffer area during the movement, and the system will shrink the buffer area according to the user's moving speed until the user smoothly enters the primary dynamic scene.

[0072] S105, when multiple active scenes overlap, converting the active scene with a scene activity index lower than the average scene activity index into a passive scene, and performing a scene adjustment operation.

[0073] In this step, the system processes the case where multiple active scenes overlap. When detecting that multiple active scenes overlap with each other, the system will compare the activity indexes of each scene and calculate the average activity index. For the active scene with an activity index lower than the average, the system will convert it into a passive scene and then perform a scene adjustment operation.

[0074] Specifically, the system can determine whether multiple active scenes overlap by spatial coordinate calculation. When overlap is found, the system will compare the activity indexes of each active scene and calculate the average activity index. For the active scene with an activity index lower than the average, the system will mark it as a passive scene. Then, the system performs the scene adjustment operation in step S104, i.e., reconstructing the elastic buffer area between the new active scene and the passive scene, and controlling the buffer area to expand or shrink according to the user movement.

[0075] In the above embodiment, dividing the scene into active scenes and passive scenes and establishing a corresponding resource allocation priority mechanism can ensure that important scenes are supported by sufficient system resources. Building an elastic buffer area and dynamically adjusting its range according to user movement can achieve smooth transition during scene switching and reduce the sense of experience fragmentation caused by scene mutation. When scene overlap occurs, the average activity index is used to determine the conversion of part of the active scene into a passive scene, which can reduce system resource competition and improve resource utilization efficiency. Through quantitative evaluation of the importance of the scene and dynamic resource regulation based on the evaluation results, the coordinated operation between multiple scenes in the virtual-real fusion interactive space is realized, the performance of important scenes is improved, and the decline in system performance caused by excessive resource competition is reduced.

[0076] To further optimize the user interaction experience in the scene overlap area, the embodiment of the application introduces an adaptive guidance mechanism based on user behavior on the basis of performing the scene adjustment operation. This mechanism builds a reverse elastic reference force field in the overlap area, calculates the guidance resistance in combination with the real-time motion state of the user, and cooperates with the dynamic adjustment of the scene display parameters and the intelligent avoidance of scene elements. Next, the adaptive guidance mechanism based on user behavior will be described in combination with the scene adjustment operation in the virtual-real fusion interactive space. Figure 2 Another dynamic regulation method for a multi-scene virtual-real fusion interactive space in the embodiment of the application is described as follows:

[0077] Please refer to Figure 2 Another flowchart of a dynamic regulation method for a multi-scene virtual-real fusion interactive space in the embodiment of the application is shown in FIG. 6.

[0078] S201, generating a reverse elastic reference force field in the overlapped main dynamic scene;

[0079] The system generates a reverse elastic reference force field in the overlapped main dynamic scene, and the intensity value of the reverse elastic reference force field positively correlates with the size of the overlapping area.

[0080] In this step, the system generates a reverse elastic reference force field in the overlapping area after detecting that multiple main dynamic scenes overlap. The effect of this force field is to influence the user's movement trajectory by guiding resistance when the user enters the overlapping area, so that the user prefers to pass through the area with a higher scene activity index. The reverse elastic reference force field can be understood as a virtual force field distribution, and the force field intensity at different positions is different, and the force field direction points to the area with a lower activity index.

[0081] 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 area. Then, the system calculates the intensity value of the reverse elastic reference force field according to the 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 in the overlapping area.

[0082] During the generation of the reverse elastic reference force field, the force field distribution may not be uniform, resulting in the problem that the user receives too much or too little guiding resistance in some positions. To solve this problem, the system can use an adaptive force field generation algorithm based on the shape of the overlapping area. This algorithm generates force fields with different intensities at different positions according to the shape characteristics of the overlapping area, so that the guiding resistance distribution in the entire overlapping area is more reasonable.

[0083] S202, when detecting that the user enters the overlapping area where the overlap occurs, calculating a guiding resistance coefficient based on the intensity value of the reverse elastic reference force field;

[0084] When detecting that the user enters the overlapping area where the overlap occurs, the system calculates a 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 a 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 to obtain a basic resistance value, and a 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 and the direction attenuation coefficient are multiplied to obtain the guiding resistance coefficient.

[0085] When the system detects that the user enters the overlapping area where the overlap occurs, the system will calculate the guidance 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 degree of influence of the force field on the user's motion trajectory. The calculation of the guidance resistance coefficient needs to consider the real-time motion state of the user in the overlapping area and the relationship between the motion direction and the scene activity index.

[0086] Specifically, the system first obtains the real-time motion speed and motion direction of the user in the overlapping area. Then, the system calculates a speed correction factor according to the real-time motion speed. The speed correction factor reflects the influence of speed on guidance resistance and can be calculated using a pre-set 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 included angle between the user's motion direction and the scene area with the highest scene activity index, and calculates a direction attenuation coefficient accordingly. Finally, the system multiplies the basic resistance value and the direction attenuation coefficient to obtain the guidance resistance coefficient.

[0087] S203, adjusting the motion trajectory of the user in the virtual scene according to the guidance resistance coefficient;

[0088] The system adjusts the motion trajectory of the user in the virtual scene according to the guidance resistance coefficient, so that the motion trajectory passes through the scene area with a scene activity index higher than the average scene activity index.

[0089] In this step, the system adjusts the motion trajectory of the user in the virtual scene according to the guidance resistance coefficient calculated in step S202, so that it passes through the area with a scene activity index higher than the average. This can make the user preferentially contact the scene content with higher activity, and improve the user's interactive experience.

[0090] Specifically, the system can adjust the user's motion trajectory in the following way: first, the system predicts the user's motion trajectory in a future period of time according to the user's current position and motion direction. Then, the system takes a sampling point every certain distance on the predicted motion trajectory, and calculates the size and direction of the guidance resistance at the sampling point. Next, the system offsets the position of the sampling point according to the guidance resistance, and the offset direction is the direction of the guidance resistance, and the offset distance is proportional to the size of the guidance resistance. Finally, the system generates an adjusted motion trajectory according to the position of the offset sampling point.

[0091] S204, calculating the deviation angle value between the motion direction of the user and the motion trajectory;

[0092] In this step, the system calculates the deviation angle value between the actual motion direction of the user and the adjusted motion trajectory. The deviation angle value reflects the degree of acceptance of the user to the guidance of the system, and the larger the deviation angle, the more the user is unwilling to accept the guidance of the system.

[0093] The system can calculate the actual motion direction of the user by tracking the real-time position of the user in the virtual scene. Then, the system calculates the included angle between the actual motion direction and the tangent direction of the adjusted motion trajectory generated in S203 at the current position of the user, and takes the included angle as the deviation angle value.

[0094] S205, when the deviation angle value is greater than the preset angle threshold, reducing the transparency parameter and the depth of field parameter of the scene whose scene activity index is lower than the mean value of the scene activity index according to a preset attenuation ratio;

[0095] 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 guidance of the system is low. In this case, the system will adjust the display effect of the scenes whose activity index is lower than the mean value, so as to reduce the attraction of these scenes to the user and further guide the user to move to the area with high activity index.

[0096] Specifically, the system can multiply the transparency parameter and the depth of field parameter of these scenes by a preset attenuation ratio, thereby reducing the transparency and depth of field effect 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 display effect of the scene.

[0097] S206, increasing the definition parameter of the scene whose scene activity index is higher than the mean value of the scene activity index according to a preset gain ratio;

[0098] Corresponding to S205, in this step, the system adjusts the display effect of the scenes whose activity index is higher than the mean value, so as to enhance the attraction of these scenes to the user.

[0099] Specifically, the system can multiply the definition parameter of these scenes by a preset gain ratio, thereby enhancing the definition effect of the scene. The setting of the gain ratio can be similar to the setting of the attenuation ratio in S205, that is, dynamically adjusted according to the size of the deviation angle value.

[0100] S207, constructing a dynamic scene switching channel along the motion trajectory of the user;

[0101] In this step, the system constructs a dynamic scene switching channel along the motion trajectory of the user in the virtual scene. This channel can be understood as a virtual pipeline, and the motion of the user in the virtual scene is limited within this channel. By constructing the scene switching channel, the system can further guide the user to switch between different scenes.

[0102] Specifically, the system can extract the main trend direction of the trajectory according to the historical motion trajectory of the user, and construct a scene switching channel with a certain width based on the direction. In the process of constructing the channel, the system can comprehensively consider the activity index distribution of different scenes, and preferentially include the scene area with high activity index in the channel range.

[0103] S208, obtaining the gaze point coordinates of the user in the dynamic scene switching channel, and calculating the distance between the scene elements in the dynamic scene switching channel and the gaze point coordinates;

[0104] In this step, the system obtains the gaze point coordinates of the user in the dynamic scene switching channel, and calculates the distance between the scene elements in the channel and the gaze point based on the gaze point. The gaze point reflects the position of the user's line of sight, and the distance between the scene elements and the gaze point can reflect the attraction of the elements to the user. The closer the distance, the greater the attraction.

[0105] Specifically, the system can obtain the real-time gaze point coordinates of the user 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 gaze point coordinates, and stores the distance value together with other attributes (such as activity index) of the element.

[0106] S209, when the distance is less than a preset distance threshold, adjusting the position of the scene element according to a preset yielding rule.

[0107] In this step, the system judges whether the distance between the scene element and the gaze point is less than a preset distance threshold. When the distance is less than the threshold, it indicates that the scene element has a greater attraction to the user, which 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 user's line of sight to move.

[0108] Specifically, the yielding rule can be designed according to the requirements of the application scene. A common yielding rule is to move the scene element along the shortest distance path from the gaze point to the edge of the channel in the opposite direction of the user's line of sight direction until the distance between the element and the gaze point is greater than or equal to the distance threshold. Other yielding rules are not limited here.

[0109] In the above embodiment, the reverse elastic reference force field is generated in the overlapping active scene, and the guide resistance coefficient is calculated based on the force field intensity, so as to guide the user to preferentially enter the scene area with higher activity by adjusting the user motion trajectory, thereby reducing the user's stay time in the low activity scene. The intensity of the reverse elastic reference force field positively changes with the overlapping area, so that a stronger guiding effect is generated in the area with higher overlapping degree, which helps to reduce the resource competition caused by excessive overlapping of scenes. The user motion trajectory is flexibly adjusted by the guide resistance coefficient, which avoids the abrupt feeling caused by forcibly changing the user behavior, and realizes the reasonable configuration of scene resources while ensuring the user experience.

[0110] The system in the embodiments of the present application is described from the perspective of hardware processing below. Please refer to Figure 3 The entity device structure diagram of a multi-scene oriented virtual-real fusion interactive space dynamic regulation and control system provided by the embodiments of the present application is shown.

[0111] It should be noted that, Figure 3 The structure of the system shown is only an example, and should not bring any limitation to the functions and use range of the embodiments of the present application.

[0112] As Figure 3 shown, the system includes a central processing unit (CPU) 301, which can perform various appropriate actions and processes according to programs stored in a read-only memory (ROM) 302 or programs loaded from a storage portion 308 to a random access memory (RAM) 303, such as performing the method in the above embodiment. 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 through a bus 304. An input / output (I / O) interface 305 is also connected to the bus 304.

[0113] The following components are connected to the I / O interface 305: an input section 306 including a camera, a microphone, and the like; an output section 307 including a liquid crystal display (LCD), a speaker, and the like; a storage section 308 including a hard disk and the like; and a communication section 309 including a network interface card such as a LAN (Local Area Network) card, a modem, and the like. The communication section 309 performs a communication process via a network such as the Internet. A drive 310 is also connected to the I / O interface 305 as necessary. A removable medium 311 such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, and the like is attached to the drive 310 as necessary, so that a computer program read out therefrom is installed in the storage section 308 as necessary.

[0114] In particular, the processes described above with reference to the flowcharts can be implemented as a computer software program according to embodiments of the present application. For example, embodiments of the present application include a computer program product comprising a computer program carried on a computer-readable medium, the computer program containing a computer program for executing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network by the communication section 309, and / or installed from the removable medium 311. When the computer program is executed by the central processing unit (CPU) 301, various functions defined in the present application are executed.

[0115] It should be noted that the computer-readable medium in the embodiments of the present application can be a computer-readable signal medium or a computer-readable storage medium or any combination of the two. The computer-readable storage medium may, for example, but is not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or apparatus, or any combination of the above. More specific examples of the computer-readable storage medium can include, but are not limited to, an electrical connection having one or more wires, a portable computer diskette, 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 disk read-only memory (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 application, the computer-readable storage medium can be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution system, device or apparatus. In the present application, the computer-readable signal medium can include a data signal carrying computer-readable computer programs in a baseband or as a part of a carrier wave. Such a propagated data signal can take various forms, including but not limited to an electromagnetic signal, an optical signal, or any suitable combination of the above.

[0116] The flowcharts and block diagrams in the drawings illustrate the possible implementation architectures, functions and operations of the systems, methods and computer program products according to various embodiments of the present application. In the flowcharts or block diagrams, each block can represent a module, a program segment or a part of code containing one or more executable instructions for implementing the specified logical functions. It should also be noted that in some alternative implementations, the functions noted in the blocks can occur in different orders than that shown in the drawings. For example, two blocks indicated in succession can actually be executed substantially in parallel, and sometimes in reverse order, depending on the functions involved. It should also be noted that each block in the block diagram or flowchart, and the combination of blocks in the block diagram or flowchart, can be implemented by a dedicated hardware-based system that performs the specified functions or operations, or can be implemented by a combination of dedicated hardware and computer instructions.

[0117] As another aspect, the present application also provides a computer readable storage medium, which can be included in the system described in the above embodiments, or can exist independently without being assembled into the system. The above storage medium carries one or more computer programs, which, when executed by a processor of a system, enable the system to implement the method provided in the above embodiments.

[0118] The above embodiments are only used to illustrate the technical solutions of the present application, but not limit the present application; although the present application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: they can still modify the technical solutions recorded in the foregoing embodiments, or make equivalent replacement to part of the technical features; and these modifications or replacements do not make the essence of the corresponding technical solutions deviate from the scope of the technical solutions of the embodiments of the present application.

[0119] In the above embodiments, according to the context, the term "when" can be interpreted as "if" or "after" or "in response to determining" or "in response to detecting". Similarly, according to the context, the phrase "upon determining" or "if detecting (the stated condition or event)" can be interpreted as "if determining" or "in response to determining" or "upon detecting (the stated condition or event)" or "in response to detecting (the stated condition or event)".

[0120] In the above embodiments, all or part of the embodiments can be realized by software, hardware, firmware or any combination thereof. When realized by software, all or part of the embodiments can be realized 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, all or part of the processes or functions described in the embodiments of the present application are generated. 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 through wired (such as coaxial cable, optical fiber, digital subscriber line) or wireless (such as infrared, wireless, microwave, etc.) mode. The computer readable storage medium can be any available medium that can be accessed by a computer or a data storage device such as a server, data center, etc. integrated with one or more available media. The available media can be magnetic media (for example, floppy disk, hard disk, magnetic tape), optical media (for example, DVD), or semiconductor media (for example, solid state disk) and the like.

[0121] Those skilled in the art can understand that all or part of the processes in the above-mentioned method embodiments can be implemented by a computer program instructing relevant hardware to complete, the program can be stored in a computer readable storage medium, and the program can include the processes of the above-mentioned method embodiments when executed. The aforementioned storage medium includes ROM or random storage memory RAM, magnetic disc or optical disc and various storage code medium.

Claims

1. A multi-scenario oriented dynamic regulation method for virtual-real fusion interactive space, characterized in that, The method comprises the steps of: establishing a scene activity index based on user data, the user data comprising user engagement, scene resource occupancy and scene switching frequency, the scene activity index being calculated through a nonlinear combination of the user engagement, the scene resource occupancy and the scene switching frequency; dividing each virtual scene into a main dynamic scene and a passive dynamic scene according to the scene activity index, the resource allocation priority of the main dynamic scene changing in positive correlation with the activity index at a preset first coefficient, the resource allocation priority of the passive dynamic scene changing in inverse correlation with the resource occupancy of the main dynamic scene at a preset second coefficient; constructing an elastic buffer region between the main dynamic scene and the passive dynamic scene, the range initial value of the elastic buffer region being determined according to the ratio of the activity index of the main dynamic scene to the activity index of the passive dynamic scene; when detecting a scene switching, performing a scene adjustment operation, the scene adjustment operation comprising controlling the elastic buffer region to expand in the direction of the passive dynamic scene at a preset first speed multiple of the moving speed of the user when detecting that the user moves from the main dynamic scene to the passive dynamic scene, and controlling the elastic buffer region to contract in the direction of the main dynamic scene at a preset second speed multiple of the moving speed of the user when detecting that the user moves from the passive dynamic scene to the main dynamic scene; when multiple main dynamic scenes overlap, converting a main dynamic scene with a scene activity index lower than the average scene activity index into a passive dynamic scene, and performing the scene adjustment operation.

2. The method of claim 1, wherein, The method further comprises the steps of: respectively normalizing the user engagement, the scene resource occupancy and the scene switching frequency to obtain a first parameter, a second parameter and a third parameter corresponding to the user engagement, the scene resource occupancy and the scene switching frequency respectively; and calculating the scene activity index according to a nonlinear combination of the first parameter, the second parameter and the third parameter, the function formula of the nonlinear combination being: Q = a e a + b ln(l + b) + g c 2 In the function formula, Q represents the scene activity index, a represents the first parameter, b represents the second parameter, c represents the third parameter, α, β and γ represent preset weight coefficients, and α+β+γ=1.

3. The method of claim 1, wherein, The method further comprises the steps of: calculating the ratio of the activity index of the main dynamic scene to the activity index of the passive dynamic scene; substituting the ratio into a preset buffer region range calculation function to determine the range initial value of the elastic buffer region; and constructing the elastic buffer region according to the range initial value.

4. The method of claim 1, wherein, After the step of converting a main dynamic scene with a scene activity index lower than the average scene activity index into a passive dynamic scene, and performing the scene adjustment operation when multiple main dynamic scenes overlap, the method further comprises the steps of: Generate a reverse elastic reference force field in an active overlapping scene, the intensity value of the reverse elastic reference force field positively correlates with the size of the overlapping area; When detecting that the user enters the overlapping area, calculate a guide resistance coefficient based on the intensity value of the reverse elastic reference force field; Adjust the motion trajectory of the user in the virtual scene according to the guide resistance coefficient, so that the motion trajectory passes through a scene area with a scene activity index higher than the average scene activity index.

5. The method of claim 4, wherein, The method further comprises: Obtain the real-time motion speed and motion direction of the user in the overlapping area, and calculate a speed correction factor according to the real-time motion speed; Perform 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 included angle between the motion direction and the scene area with the highest scene activity index; Multiply the basic resistance value and the direction attenuation coefficient to obtain the guide resistance coefficient.

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

7. The method of claim 6, wherein, After the method of increasing the definition parameter of the scene with a scene activity index higher than the average scene activity index according to a preset gain ratio, the method further comprises: Construct a dynamic scene switching channel along the motion trajectory of the user; Obtain the gaze point coordinates of the user in the dynamic scene switching channel, and calculate the distance between the scene elements in the dynamic scene switching channel and the gaze point coordinates; When the distance is less than a preset distance threshold, adjust the position of the scene elements according to a preset yielding rule.

8. A multi-scene-oriented virtual-real fusion interactive space dynamic regulation system, characterized in that, The system comprises: One or more processors and a memory; the memory is coupled with the one or more processors, the memory is used to store computer program code, the computer program code comprises computer instructions, the one or more processors invoke the computer instructions to make the system execute the method of any one of claims 1-7.

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

10. A computer program product, characterised in that, When the computer program product runs on the system, make the system execute the method of any one of claims 1-7.

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