Physiological regulation method, system and equipment based on game and medium

Through the game-based physiological adjustment method, using game levels and animation resources to feedback physiological signals, the problem of lack of personalization and interaction in the existing system is solved, dynamic feedback and physiological adjustment of physiological signals and game parameters is achieved, and user interaction and experience is improved.

CN120459487APending Publication Date: 2025-08-12TSINGHUA SHENZHEN INTERNATIONAL GRADUATE SCHOOL
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Patent Information

Application Number
CN202510770014.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-10
Publication Date
2025-08-12

AI Technical Summary

Technical Problem

The existing systems lack personalization and interaction in the process of physiological signal acquisition and display, resulting in insufficient user experience.

Method used

Through the game-based physiological adjustment method, the game level is determined, the corresponding physiological signals are received, the user status is analyzed, the image resources are rendered and the user interface is fed back, and physiological adjustment is carried out in combination with animation resources and adjustment prompts to form a closed-loop control of physiological signals-game parameters-physiological adjustment.

Benefits of technology

It enhances user interaction and experience, increases users' motivation for active participation through game interaction mechanism, and improves the effect of physiological regulation.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention relates to a game-based physiological regulation method, system and device and a medium, and the method comprises the following steps: determining a game level, and receiving a corresponding physiological signal according to the game level; the physiological signals are analyzed, and the physiological state of the user is determined; calling an image resource of the game level, rendering the image resource according to the physiological state, and feeding back the rendered image resource to the user interface; the image resource comprises a scene where the game role is located; and if the physiological state is smaller than the preset level and the duration of the physiological state is greater than the time threshold, calling animation resources and adjustment prompts of the game level, and prompting the user to perform physiological adjustment according to the adjustment prompts and the animation resources. The method can increase the interactivity with the user, and is applied to the technical field of psychological intervention and physiological monitoring.
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Description

Technical Field

[0001] The present invention relates to the technical field of psychological intervention and physiological monitoring, and in particular to a game-based physiological regulation method, system, device and medium. Background Art

[0002] Existing systems such as BioZen and Relaxing Rhythms all adopt a simple "collection-display-record" linear process, that is, collecting the user's physiological signals, displaying and recording the user's physiological signals, making the training program highly standardized, but insufficiently personalized and lacking interactivity with users. Summary of the Invention

[0003] In view of this, an object of the present invention is to provide a game-based physiological regulation method, system, device and medium that can increase interactivity with users.

[0004] In one aspect, the present invention provides a game-based physiological regulation method, comprising the following steps:

[0005] Determine the game level and receive corresponding physiological signals according to the game level;

[0006] Analyzing the physiological signal to determine the user's physiological state;

[0007] Calling the image resource of the game level, rendering the image resource according to the physiological state, and feeding back the rendered image resource to the user interface; the image resource includes the scene where the game character is located;

[0008] If the physiological state is less than a preset level and the duration of the physiological state is greater than a time threshold, the animation resource and adjustment prompt of the game level are called, and the user is prompted to perform physiological adjustment according to the adjustment prompt and the animation resource.

[0009] Optionally, receiving a corresponding physiological signal according to a game level specifically includes:

[0010] If the game level is a breathing adaptation stage or an abdominal breathing training stage, receiving a breathing signal of the user;

[0011] If the game level is a heart rate stabilization training stage, receiving a first heart rate signal of the user;

[0012] If the game level is a concentration training stage, receiving a brainwave signal from the user;

[0013] If the game level is a stress adjustment stage, a second heart rate signal of the user is received.

[0014] Optionally, analyzing the physiological signal to determine the user's physiological state specifically includes:

[0015] If the game level is a breathing adaptation stage or an abdominal breathing training stage, determining a breathing cycle of the breathing signal, calculating a breathing frequency according to the breathing cycle, and determining a physiological state of the user according to a frequency range to which the breathing frequency belongs;

[0016] If the game level is a heart rate stabilization training phase, calculating the difference between the current heart rate and the previous heart rate based on the first heart rate signal, and determining the user's physiological state based on the variation range of the difference;

[0017] If the game level is a concentration training stage, the concentration level is calculated based on the alpha wave, beta wave and brain wave amplitude change rate of the brain wave signal, and the physiological state of the user is determined based on the concentration level;

[0018] If the game level is a stress adjustment stage, the interval between two adjacent heartbeats is calculated according to the second heart rate signal, the heartbeat variability is calculated according to the interval between the two adjacent heartbeats, and the user's physiological state is determined according to the heartbeat variability.

[0019] Optionally, rendering the image resource according to the physiological state specifically includes:

[0020] If the game level is a breathing adaptation stage, an abdominal breathing training stage, or a heart rate stabilization training stage, rendering one or more of the clarity, granularity, or direction of clarity change of the scene in which the game character is located according to the physiological state; and / or rendering the size and color of a first target object in the image resource according to the physiological state; the first target object follows the game character;

[0021] If the game level is a concentration training stage, the state of the second target object and the indicated position of the third target object in the image resource are rendered according to the physiological state; the third target object is used to represent the physiological state of the user;

[0022] If the game level is a stress adjustment stage, the density of a fourth target object in the rendering is based on the physiological state and / or the audio corresponding to the physiological state is called; the fourth target object represents an obstacle or an obstacle character.

[0023] Optionally, calling the animation resource and adjustment prompt of the game level specifically includes:

[0024] Calling a plurality of frame animation resources and adjustment hints related to the image resource, and rendering the adjustment hints into the animation resource.

[0025] Optionally, prompting the user to perform physiological adjustments based on the adjustment prompt and the animation resource specifically includes:

[0026] disabling rendering of the image resource according to the physiological state, and rendering the size and / or color of the fifth target object in the animation resource according to the physiological signal;

[0027] When the physiological state is equal to or greater than a preset level, the animation resource and adjustment prompt for calling the game level are disabled, and the image resource is enabled to be rendered according to the physiological state.

[0028] On the other hand, the present invention provides a game-based physiological regulation system, comprising a physiological signal detection device and a game feedback physiological device, wherein the game feedback physiological device comprises a game logic task generation module and a dynamic regulation interaction module, wherein:

[0029] The physiological signal detection device is used to detect the user's physiological signals in real time and send the physiological signals to the dynamic adjustment interaction module;

[0030] The dynamic adjustment interaction module is used to determine the game level and receive the corresponding physiological signal according to the game level;

[0031] Analyzing the physiological signal to determine the user's physiological state;

[0032] The game logic task generation module is used to call the image resources of the game level, render the image resources according to the physiological state, and feed the rendered image resources back to the user interface; the image resources include the scene where the game character is located;

[0033] If the physiological state is less than a preset level and the duration of the physiological state is greater than a time threshold, the animation resource and adjustment prompt of the game level are called, and the user is prompted to perform physiological adjustment according to the adjustment prompt and the animation resource.

[0034] Optionally, the physiological signal detection device includes one or more of a respiratory acquisition device, a heart rate acquisition device or a brain wave acquisition device; the data channels of the physiological signal detection device including the respiratory acquisition device, the heart rate acquisition device or the brain wave acquisition device are all less than or equal to 3.

[0035] On the other hand, the present invention provides an electronic device, comprising a memory and a processor, wherein the memory stores a computer program, and the processor implements the aforementioned method when executing the computer program.

[0036] In another aspect, the present invention provides a computer-readable storage medium storing a program executable by a processor. When the program is executed by a processor, it is used to perform the above-mentioned method.

[0037] The implementation of the present invention includes the following beneficial effects: the present invention determines the game level, receives the corresponding physiological signals according to the game level, collects different physiological signals in different game stages, and forms a multi-dimensional physiological state collection; then, by calling the image resources of the game level, the scene of the game character is rendered according to the physiological state, and the rendered scene of the game character is fed back to the user interface, the physiological signals can be reflected in the game parameters, and the dynamic feedback mechanism in which the game parameters are directly related to the user state, combined with the game interaction value and intervention goals, enables young users to establish a continuous active participation motivation, and increases the user experience and interactivity; in addition, when the physiological state is less than the preset level and the duration of the physiological state is greater than the time threshold, the animation resources and adjustment prompts of the game level are called, and the user is prompted to perform physiological adjustments according to the adjustment prompts and animation resources, and the user is reminded to perform physiological adjustments according to the rhythm of the animation resources according to the adjustment prompts, thereby further increasing the interactivity between the game interface and the user. BRIEF DESCRIPTION OF THE DRAWINGS

[0038] Figure 1 This is a flowchart of the steps of a game-based physiological regulation method provided by the present invention;

[0039] Figure 2 This is a schematic diagram of a game level design provided by the present invention;

[0040] Figure 3 This is a flow chart of a method for denoising a respiratory signal provided by the present invention;

[0041] Figure 4 This is a flowchart of the steps of a game-based physiological regulation system provided by the present invention;

[0042] Figure 5 It is a structural schematic diagram of an electronic device provided by the present invention. DETAILED DESCRIPTION

[0043] The present invention will be further described in detail below with reference to the accompanying drawings and specific embodiments. The step numbers in the following embodiments are provided for ease of description only and do not limit the order of the steps. The order of execution of the steps in the embodiments can be adaptively adjusted based on the understanding of those skilled in the art.

[0044] The terms used in the embodiments of the present application are for the purpose of describing specific embodiments only and are not intended to limit the embodiments of the present application. The singular forms "a," "the," and "the" used in the embodiments of the present application and the appended claims are also intended to include plural forms unless the context clearly indicates otherwise. It should also be understood that the term "and / or" used herein refers to and includes any or all possible combinations of one or more associated listed items.

[0045] When the following description refers to the accompanying drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. On the contrary, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims. In the description of the present application, it should be understood that the terms "first", "second", "third", "fourth", etc. are only used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence, nor can they be understood as indicating or implying relative importance. For those of ordinary skill in the art, the specific meanings of the above terms in the present application can be understood according to the specific circumstances.

[0046] In addition, in this application, unless otherwise specified, "plurality" refers to two or more. "And / or" describes the relationship between associated objects, indicating that three possible relationships exist. For example, "A and / or B" can mean: A exists alone, A and B exist simultaneously, or B exists alone. The character " / " generally indicates that the associated objects are in an "or" relationship.

[0047] In some embodiments, as Figure 1 As shown, Figure 1 The present invention provides a flowchart of the steps of a physiological regulation method based on a game, which includes the following steps:

[0048] S100: Determine a game level, and receive a corresponding physiological signal according to the game level.

[0049] Among them, Figure 2 As shown, Figure 2 This is a schematic diagram of a game level design. Game levels may include but are not limited to a breathing adaptation stage or an abdominal breathing training stage, a heart rate stabilization training stage, a concentration training stage, and a stress regulation stage. Each stage may correspond to a level and perform a physiological adjustment. Physiological signals include but are not limited to breathing signals, heart rate signals, and brain wave signals. If the game level is a breathing adaptation stage or an abdominal breathing training stage, the user's breathing signal is received;

[0050] Specifically, if the game level is the breathing adaptation phase or the abdominal breathing training phase, the user's breathing signals are received. The breathing adaptation phase can correspond to the first level, starting with the plot, explaining the characters, world view, and challenge settings, and guiding the user to adjust their breathing rhythm based on the graphical resources in the game interface to adapt to the abdominal breathing training phase. The abdominal breathing training phase can be based on physiological state feedback, integrating physiological state into the game content and level completion indicators.

[0051] If the game level is in the heart rate stabilization training phase, the user's second heart rate signal is received. During the heart rate stabilization training phase, the heart rate signal can be combined with the game content and level clearance indicators, including but not limited to the game scene and the game character's health recovery speed.

[0052] If the game level is the concentration training stage, the user's brain wave signal is received.

[0053] If the game level is the stress adjustment stage, the second heart rate signal of the user is received. The first heart rate signal and the second heart rate signal are only used to indicate that they are heart rate signals detected without the game level.

[0054] It is worth noting that in each game level, the corresponding physiological signals are received in real time according to the sampling frequency, and the real-time physiological state is determined based on the collected physiological signals.

[0055] S200: Analyze physiological signals to determine the user's physiological state.

[0056] Among them, physiological state includes but is not limited to breathing state, heart rate state, concentration state and stress state.

[0057] Specifically, different methods are used to analyze different physiological signals.

[0058] S200a: If the game level is the breathing adaptation stage or the abdominal breathing training stage, determine the breathing cycle of the breathing signal, calculate the breathing frequency according to the breathing cycle, and determine the user's physiological state according to the frequency range to which the breathing frequency belongs.

[0059] Specifically, if Figure 3 As shown, Figure 3 This is a flow chart of a method for denoising respiratory signals. After receiving a respiratory signal, the absolute value of the difference between the current respiratory signal and the previous respiratory signal is calculated. If the absolute value is greater than a preset value, such as greater than 100, the skip flag is checked. If the skip flag is true, the current respiratory signal is determined to be abnormal and deleted. If the skip flag is false, the respiratory signal is recorded. If the absolute value is less than or equal to the preset value, the respiratory signal is recorded.

[0060] After the denoising process is completed, the respiratory wave signal needs to be further processed. The first step is to calculate the number of breaths. This process includes identifying the starting point, end point, peak value and valley value of each respiratory signal to calculate the breathing period (Breath Interval, BI) and breathing amplitude (Breath Amplitude, BA). The breathing period BI is calculated by the difference between the starting time and the end time, representing a complete breathing process, while the breathing amplitude BA is calculated by the absolute difference between the peak value and the valley value. Each breathing record will generate two amplitude data. This calculation method can effectively extract the respiratory rhythm characteristics of adolescents and provide a reliable data basis for further analysis of emotional state and stress level. The breathing rate (BPM) is calculated based on the breathing period BI and breathing amplitude BA.

[0061] According to the normal breathing rate of teenagers which is usually maintained at 12 to 20 times per minute, the present invention sets four breathing threshold ranges, namely 4≤BPM≤11, 12≤BPM≤18, BPM>18 and BPM<4.

[0062] If 4≤BPM≤11: the user's breathing status is determined to be "excellent";

[0063] If 12≤BPM≤18: the user's breathing state is determined to be "normal";

[0064] If BPM>18 or BPM<4: it is determined that the user's breathing state is "non-relaxed".

[0065] S200b: If the game level is the heart rate stabilization training stage, calculate the difference between the current heart rate and the previous heart rate according to the first heart rate signal, and determine the user's physiological state according to the variation range of the difference.

[0066] Specifically, the "sharp corners" in the first heart rate signal of the electrocardiogram that are not smooth enough represent the user's emotional and physical state being unstable. The present invention uses a stepwise difference method to identify "sharp corner" events: the system samples the first heart rate signal in a fixed time window (e.g., per second), calculates the difference between the current heart rate signal and the heart rate signal in the previous time period, and compares the difference with a set heart rate change threshold range. If the difference is not within the set heart rate change threshold range, the user's heart rate status is determined to be "general". If it is, the user's heart rate status is determined to be "excellent". The set heart rate change threshold range can be 10% of the heart rate baseline.

[0067] S200c: If the game level is a concentration training stage, the concentration is calculated based on the alpha wave, beta wave and brain wave amplitude change rate of the brain wave signal, and the user's physiological state is determined based on the concentration.

[0068] Among them, the beta wave (Pbeta) / alpha wave (Palpha) reflects whether the user is in a focused or relaxed state. The concentration index is calculated according to formula (1):

[0069]

[0070] Among them, S(t) represents the rate of change of brain wave amplitude, and k1 and k2 represent the weight coefficients of brain wave detection equipment tuning.

[0071] Compare the AttentionIndex with a preset concentration threshold, such as 50. If the AttentionIndex is greater than the preset concentration threshold, the concentration state is determined to be concentrated; if the AttentionIndex is less than or equal to the preset concentration threshold, the concentration state is determined to be scattered.

[0072] S200d: If the game level is the stress adjustment stage, calculate the interval between two adjacent heartbeats based on the second heart rate signal, calculate the heartbeat variability based on the interval between the two adjacent heartbeats, and determine the user's physiological state based on the heartbeat variability.

[0073] Specifically, time domain analysis is used to calculate heart rate variability (HRV). The core indicators of heart rate variability are RMSSD and PNN50. RMSSD (root mean square difference of adjacent RR intervals) reflects the level of parasympathetic nerve activity; PNN50 (percentage NN50) indicates the proportion of adjacent RR intervals with a difference greater than 50ms, where RR represents two adjacent heartbeats.

[0074] The calculation formula of RMSSD is shown in (2):

[0075]

[0076] Here, NN represents the time interval between two adjacent heartbeats.

[0077] The calculation formula of PNN50 is shown in (3):

[0078]

[0079] During the game, the dynamic adjustment interaction module calculates the user's HRV value every 30 seconds. Secondly, it evaluates the user's HRV value based on the reference indicators provided by the youth database and converts it into the game parameter "relaxation level". The mapping relationship between specific physiological signals and concentration status is shown in Table 1 below.

[0080] Table 1

[0081]

[0082]

[0083] Step S200 of the present invention collects multiple physiological signals and establishes a comprehensive evaluation model based on parameters such as HRV time domain algorithm, respiratory rhythm stability, α / β wave amplitude ratio, etc., so that the system has higher perception accuracy and greatly improves the adaptability of the system among different users.

[0084] S300: Calling image resources of a game level, rendering the image resources according to a physiological state, and feeding back the rendered image resources to a user interface.

[0085] The image resources include the scene where the game character is located, the user character and several different target objects, weather, ambient light intensity, etc. The target object can represent an object in the image resource or a person other than the user character.

[0086] Specifically, S300a, if the game level is the breathing adaptation stage, the abdominal breathing training stage or the heart rate stabilization training stage, one or more of the clarity, granularity or direction of clarity change of the scene in which the game character is located is rendered according to the physiological state; and / or, the size and color of the first target object in the image resource are rendered according to the physiological state.

[0087] The first target object follows the game character and can represent the user's physiological state. The clarity can be, but is not limited to, fog density or dust density.

[0088] For example, in the first case: if the game level is the breathing adaptation stage or the abdominal breathing training stage, when the breathing status is "excellent", the image rendering module calls the image resource and sets the ambient fog density parameter of the scene in the image resource to 0. In Unity, the global fog effect is disabled (RenderSettings.fog = false) or the fog density is set to the lowest value (RenderSettings.fogDensity = 0f) to ensure that the scene where the character is located is clear and the user can play the game normally.

[0089] When the user's breathing state is "normal", indicating that they are in a slightly nervous state, the system activates the light fog concentration effect: enable RenderSettings.fog = true, and set fogDensity to the base value N (0.01f). At this time, the fog concentration in the environment increases, but it does not block the main field of view, aiming to provide physiological status feedback.

[0090] When the user's breathing is detected as "non-relaxed," the system activates an exponential function model to control the fog density. Specifically, the system uses the degree of BPM deviation from the "excellent" range (4 ≤ BPM ≤ 11) as input, and uses the formula fogDensity = N * exp(k * |ΔBPM|) (k is the adjustment parameter) to update the RenderSettings.fogDensity value (fog density) in real time. The fog color (RenderSettings.fogColor) is also adjusted to enhance immersion.

[0091] In addition, when the user's breathing state is "normal" or "non-relaxed", the direction of mist change can be adjusted, for example, gradually changing from one or more directions of the left side, right side or front side.

[0092] In some embodiments, the image resource also includes a first target object, which may be, but is not limited to, a light ball or flame. By mapping breathing amplitude to the size or color of the first target object, the breathing signal is reflected in the game parameters. The breathing amplitude and the size of the first target object may be positively correlated, allowing the user to more intuitively perceive their breathing.

[0093] In the second case, corresponding to the heart rate stabilization training phase (level 3), the dust concentration and / or the particle size of the sand are adjusted according to the user's heart rate status.

[0094] When the user's heart rate status is "normal," it is determined that an electrocardiogram "sharp corner" event has occurred. After the system recognizes the "sharp corner" event, it will trigger the image rendering module in the Unity engine, call the dust image resource based on the particle system (Particle System) of the game level, and bind the dust image resource to the Canvas or 3D space around the main camera (Main Camera).

[0095] The dust concentration in the dust image resource can be controlled by the particle emission rate. The particle emission rate is proportional to the dust concentration, and the dust concentration is inversely proportional to the frequency of the heart rate state being in "normal".

[0096] The granularity in the dust image resource is proportional to the difference between the current heart rate signal and the heart rate signal in the previous time period. The larger the difference, the stronger the granularity.

[0097] The direction of clarity change in the dust image resource is controlled by a preset shader, which can be, but is not limited to, gathering from the edge to the center. That is, in the dust image resource at the previous moment, the dust is located at the edge, and in the dust image resource at the next moment, the dust is located closer to the center.

[0098] In addition, the dust color alpha channel and the size of the dust particles of the dust image resource can also be changed; the dust color alpha channel and the size of the dust particles are proportional to the difference between the current heart rate signal and the heart rate signal of the previous time period.

[0099] S300b: If the game level is a concentration training stage, the state of the second target object and the indicated position of the third target object in the image resource are rendered according to the physiological state.

[0100] The third target object represents the user's physiological state. This third target object can be, but is not limited to, a pointer dial or a color bar. In this level, the initial state of the image resource is a fog concentration greater than the fog concentration when the user's breathing state is "non-relaxed" and the ambient light intensity is less than the preset lighting value, creating a low-visibility environment that guides the user to advance by groping. The image resource includes several second target objects, where "several" represents more than one. These second target objects can be, but are not limited to, light sources, such as lamps or flames.

[0101] When the challenge is enabled, the system continuously monitors the user's concentration in the background and records the duration of concentration > 50 (i.e., the duration of the concentrated concentration state). If, within the predetermined time, the user maintains a concentration greater than 50 for a duration greater than or equal to a certain time threshold, such as 5 seconds, the challenge is considered successful, and the corresponding light source component (such as Spotlight or Emissive material) is called to render the state of the second target object in the image resource as lit. This can be achieved using Timeline or Tween. Once the second target object is lit, the path blockage is automatically removed, allowing the user to continue forward.

[0102] The user's real-time focus value (AttentionIndex) is displayed via a UI dial component, using a third target object, such as a pointer, to the right of the image asset. This pointer uses a dashboard UI (based on Image+RectTransform) within Canvas and refreshes every second to reflect the current attention level, providing direct feedback for users to determine their current status and adjust their behavior.

[0103] The progress bar control is managed by the challenge control script. When it is detected that the concentration state has been concentrated for a cumulative duration of 5 seconds, the "lighting progress" is displayed through the dashboard UI. After success, the dashboard UI and the status of the second target object are reset to prepare for the next light source challenge.

[0104] S300c: If the game level is the stress adjustment stage, render the density of the fourth target object according to the physiological state and / or call the audio corresponding to the physiological state.

[0105] The fourth target object represents an obstacle or person. This fourth target object may include, but is not limited to, water ripples, scenery elements, obstacles, or people. The HRV value, an indicator of stress status, is used to control the water surface ripples, music rhythm, or changes in scenery elements in the scene.

[0106] Specifically, the image resources are rendered according to the four pressure states in Table 1.

[0107] When stress levels are optimal (deep relaxation), the ambient brightness of image assets is rendered at its brightest, water ripples are rendered flat, obstacles or people are reduced, and their speed is slowed. Additionally, slow and relaxing audio can be invoked. Furthermore, the screen can be controlled to prevent jitter, sound prompts (positive signals), and UI dashboard prompts.

[0108] If the stress state is low, the ambient brightness of the image resource will be the same as the previous moment, and there will be more obstacles or people in the way. The audio will be the same as the previous moment. The screen will shake, and the game character's movement will have slight jitters.

[0109] If the stress state is in the "Adaptable but Stressful" state, the ambient brightness of the graphics resource will be the same as the previous moment, and the scene clarity will be the same as when the breathing state is in the "Normal" state. The audio will be the previous moment, and a second target object, a light ball, will be rendered in the graphics resource. A UI prompt will appear: Continue to follow the light ball (breathing ball) and take deep breaths. The game character's movement speed will be reduced.

[0110] If the stress level is high, the image resource's ambient brightness is at its darkest, the density of obstacles or characters is highest, and the obstacles are moving fastest. A calm audio sound is played, and a UI prompt appears: "Don't worry, breathe slowly following the breathing ball." A second target object is rendered in the image resource to guide the player through deep breathing exercises.

[0111] In the above method, ambient brightness: use RenderSettings.ambientLight to set the global ambient light color. RenderSettings.ambientLight is a brightness control script.

[0112] Screen shake: Stop the coroutine or animation that controls the camera shake, and set the Amplitude and Frequency parameters in the camera shake script to 0.

[0113] Background music (audio) call: use AudioSource.clip to switch audio tracks. AudioSource.clip is an audio switching script.

[0114] Prompt sound: Call AudioSource.PlayOneShot() to play the preset prompt sound.

[0115] UI prompt: Controls the SetActive() activation state of the UI text or prompt panel.

[0116] Among them, the above-mentioned game levels can be connected in series in sequence to form a preset intervention path, or one or more game levels can be personalized and combined according to user conditions.

[0117] This method also supports progressive task difficulty settings and positive incentive mechanisms, such as archive points and illustrated book unlocking.

[0118] Step S300 can effectively improve the adaptability of the game, enabling it to dynamically shape the game atmosphere according to the user's emotional state, enhance the personalized interactive experience, and feedback the physiological signals through game settings such as game scenes, forming a closed-loop control of physiological signals-game parameters-physiological regulation, thereby enhancing user initiative.

[0119] S400: If the physiological state is lower than the preset level and the duration of the physiological state is greater than the time threshold, call the animation resources and adjustment prompts of the game level, and prompt the user to perform physiological adjustments according to the adjustment prompts and animation resources.

[0120] Specifically, when the physiological state is less than a preset level and the duration of the physiological state is greater than a time threshold, the rendering of image resources based on the physiological state is disabled, several frames of animation resources and adjustment prompts related to the image resources are called, and the adjustment prompts are rendered into the animation resources. The size and / or color of the fifth target object in the animation resources are rendered based on the physiological signal. When the physiological state is equal to or greater than the preset level, the calling of animation resources and adjustment prompts for the game level is disabled, and the rendering of image resources based on the physiological state is enabled. The preset level can be set according to different game levels. For example, in the abdominal breathing training stage, the preset level can be that the breathing state is in a "non-relaxed" state.

[0121] Taking step S400 as an example, when the breathing state is "non-relaxed" and the duration is greater than a time threshold, such as 8 seconds, the system will automatically pause the main game process (by setting Time.timeScale = 0 or disabling player input control), indicating that the image resources are rendered according to the physiological state, and the UI module is called to load the "light ball" animation resources and adjust the prompt text. The light ball is controlled by Unity Timeline, and its movement rhythm is synchronized with the ideal breathing rate (such as 5BPM), guiding the user to perform slow, deep breathing training. The size of the light ball is proportional to the breathing amplitude.

[0122] When the user's breathing state re-enters the "excellent" range and remains so for 5 seconds, the system will release the pause state, fade out the fog density when the breathing state is in the "non-relaxed" range (decrease fogDensity by Lerp), and resume the game process.

[0123] If the duration of AttentionIndex ≤ the preset concentration threshold is greater than 8 seconds, the aforementioned animation resources and adjustment prompts can also be called. The difference is that when the game process is resumed, the dust concentration of the dust image resource is reduced.

[0124] Notably, the present invention can also utilize leg muscle activity to control a game character's jump height, allowing changes in physiological state to directly influence the game's progress. This mapping approach allows users to clearly perceive the impact of their own physiological signals on the game, increasing game interactivity. A game could be designed to control a temperature sensor by blowing air, thereby affecting the intensity of a flame in the virtual world. This approach is highly consistent with real-world experience, allowing users to easily master the operation without additional learning.

[0125] The present invention provides storage for the data generated in steps S100-S400, including the number of rebirths, the time taken for each level, and physiological data. Key events are timestamped and archived. In order to effectively collect, manage and store users' physiological data and game behavior data, the present invention implements a multi-stage data storage solution to ensure the real-time, integrity and traceability of the data. The physiological signal detection device captures the user's physiological signals at a high frequency of 10 milliseconds, including key physiological parameters such as heart rate, heart rate variability (HRV), respiratory rhythm and electrodermal activity (EDA), while synchronously recording environmental variables, difficulty coefficients, user interaction events (such as key operations, mouse tracks, decision choices) and feedback mechanisms within the game to construct a complete game behavior data set. The collected raw data is first filtered for noise and structured, converted into a standardized data format, and temporarily stored in a memory buffer to form a high-precision recording unit containing millisecond timestamps, physiological indicator values, game status parameters and behavioral events. These data units are then written to the local database and remote servers in batches according to a pre-set tiered storage strategy. This ensures data security and redundant backup, while also providing stable and reliable data support for subsequent statistical analysis, pattern recognition, and real-time personalized feedback. The storage module utilizes a two-level caching mechanism to optimize efficiency. The system averages the buffer data every second to generate aggregate metrics. When the aggregate metrics accumulate to 5 seconds, a batch write operation is triggered, and the data is written locally in CSV format.

[0126] To achieve cross-platform, low-latency, and highly reliable data synchronization, this study designed and implemented a dual-modal transmission scheme based on a hybrid communication protocol to balance the needs of fast connection establishment and stable data transmission.

[0127] First, the system uses a User Datagram Protocol (UDP) broadcast-response mechanism to automatically establish a network between the physiological signal detection device, the game feedback physiological device, and the user's mobile device. The server regularly broadcasts its availability information to the local area network. The user's mobile device captures broadcast packets in real time by listening on a preset port and automatically resolves and obtains the server's IP address. This achieves dynamic addressing and initial communication link establishment with zero configuration and no manual intervention, ensuring stable operation and efficient interaction of physiological feedback training in a multi-device environment. After the initial connection is established, the system automatically switches to reliable transmission mode, utilizing TCP persistent connections to ensure the integrity and stability of data transmission. The physiological data acquisition device encapsulates physiological signals such as heart rate, respiratory rhythm, and EEG activity into standardized JSON data objects and pushes them to the mobile device according to a predetermined time window. The user's mobile device receives and parses the data stream in real time, while driving a low-latency visualization interface to present the user's physiological status trends, ensuring immediate interactive feedback and an optimized user experience.

[0128] It also provides real-time synchronization and training evaluation. The mobile application (Application, APP) updates various data in real time, derives stress levels based on analysis and makes personalized training suggestions, and supports parents to remotely view training progress and intervention effects through the APP.

[0129] Furthermore, physiological states and physiological signals can be used to influence multiple game variables, such as task pacing or reward triggering, to achieve game responses based on user states and encourage users to self-regulate for optimal feedback.

[0130] The software platform development of this project can be, but is not limited to, based on the Unity engine, version 2021.3.23f1c1, and the script logic is written in C# language.

[0131] On the other hand, Figure 4 As shown, Figure 4 This is a flowchart of the steps of a physiological regulation system based on games. The present invention provides a physiological regulation system based on games, including a physiological signal detection device and a game feedback physiological device. The game feedback physiological device includes a game logic task generation module and a dynamic regulation interaction module, wherein:

[0132] A physiological signal detection device is used to detect the user's physiological signals in real time and send the physiological signals to the dynamic adjustment interaction module;

[0133] Dynamically adjust the interaction module to determine the game level and receive the corresponding physiological signals according to the game level;

[0134] Analyze physiological signals to determine the user's physiological state;

[0135] The game logic task generation module is used to call the image resources of the game level, render the image resources according to the physiological state, and feed the rendered image resources back to the user interface; the image resources include the scene where the game character is located;

[0136] If the physiological state is lower than the preset level and the duration of the physiological state is greater than the time threshold, the animation resources and adjustment prompts of the game level are called, and the user is prompted to make physiological adjustments according to the adjustment prompts and animation resources.

[0137] Specifically, the explanations of each term are the same as above, and the method steps are the same as above.

[0138] Optionally, the physiological signal detection device includes one or more of a respiratory acquisition device, a heart rate acquisition device or a brain wave acquisition device; the physiological signal detection device includes data channels of the respiratory acquisition device, the heart rate acquisition device or the brain wave acquisition device that are less than or equal to 3.

[0139] Specifically, the respiratory collection device can be but is not limited to a chest strap / abdominal strap type respiratory sensor, which is wrapped around the chest or abdomen with an elastic band, such as the HKH-11C respiratory monitor; the heart rate collection device can be but is not limited to a digital heart rate sensor equipped with dual sensing electrodes, which is placed at the pulse position of the user's wrist; the brain wave collection device can be but is not limited to a headband collection device.

[0140] For a single device among the respiratory collection device, heart rate collection device or brain wave collection device, the number of data channels shall not exceed three.

[0141] In some embodiments, such as Figure 5 As shown, Figure 5 1 is a structural diagram of an electronic device provided by the present invention. The present invention also provides an electronic device, which includes a processor 10 and a memory 11, wherein the memory 11 stores a computer program, and when the processor 10 executes the computer program, it implements any one of the methods described in the above method embodiments.

[0142] Among them, the memory is a non-transient computer-readable storage medium that can be used to store non-transient software programs and non-transient computer executable programs. The memory may include a high-speed random access memory and may also include a non-transient memory, such as at least one disk storage device, a flash memory device, or other non-transient solid-state storage device. In some embodiments, the memory optionally includes a remote memory remotely arranged relative to the processor, and these remote memories can be connected to the processor via a network. Examples of the above-mentioned network include but are not limited to the Internet, an intranet, a local area network, a mobile communication network and a combination thereof.

[0143] The present invention also provides a computer-readable storage medium storing a program executable by a processor. When the program is executed by the processor, it is used to execute any one of the methods described in the above method embodiments.

[0144] The above is a specific description of the preferred implementation of the present invention, but the invention is not limited to the embodiments. Those skilled in the art can make various equivalent modifications or substitutions without violating the spirit of the present invention. These equivalent modifications or substitutions are all included in the scope defined by the claims of this application.

Claims

1. A physiological regulation method based on games, characterized in that: The following steps are involved: Determine the game level and receive corresponding physiological signals according to the game level; Analyzing the physiological signal to determine the user's physiological state; Calling the image resource of the game level, rendering the image resource according to the physiological state, and feeding back the rendered image resource to the user interface; the image resource includes the scene where the game character is located; If the physiological state is less than a preset level and the duration of the physiological state is greater than a time threshold, the animation resource and adjustment prompt of the game level are called, and the user is prompted to perform physiological adjustment according to the adjustment prompt and the animation resource.

2. The method according to claim 1, characterized in that The receiving of corresponding physiological signals according to the game level specifically includes: If the game level is a breathing adaptation stage or an abdominal breathing training stage, receiving a breathing signal of the user; If the game level is a heart rate stabilization training stage, receiving a first heart rate signal of the user; If the game level is a concentration training stage, receiving a brainwave signal from the user; If the game level is a stress adjustment stage, a second heart rate signal of the user is received.

3. The method according to claim 2, characterized in that Analyzing the physiological signal to determine the user's physiological state specifically includes: If the game level is a breathing adaptation stage or an abdominal breathing training stage, determining a breathing cycle of the breathing signal, calculating a breathing frequency according to the breathing cycle, and determining a physiological state of the user according to a frequency range to which the breathing frequency belongs; If the game level is a heart rate stabilization training phase, calculating the difference between the current heart rate and the previous heart rate based on the first heart rate signal, and determining the user's physiological state based on the variation range of the difference; If the game level is a concentration training stage, the concentration level is calculated based on the alpha wave, beta wave and brain wave amplitude change rate of the brain wave signal, and the physiological state of the user is determined based on the concentration level; If the game level is a stress adjustment stage, the interval between two adjacent heartbeats is calculated according to the second heart rate signal, the heartbeat variability is calculated according to the interval between the two adjacent heartbeats, and the user's physiological state is determined according to the heartbeat variability.

4. The method according to claim 1, wherein The rendering of the image resource according to the physiological state specifically includes: If the game level is a breathing adaptation stage, an abdominal breathing training stage, or a heart rate stabilization training stage, rendering one or more of the clarity, granularity, or direction of clarity change of the scene in which the game character is located according to the physiological state; and / or rendering the size and color of a first target object in the image resource according to the physiological state; the first target object follows the game character; If the game level is a concentration training stage, the state of the second target object and the indicated position of the third target object in the image resource are rendered according to the physiological state; the third target object is used to represent the physiological state of the user; If the game level is a stress adjustment stage, the density of a fourth target object in the rendering is based on the physiological state and / or the audio corresponding to the physiological state is called; the fourth target object represents an obstacle or an obstacle character.

5. The method according to claim 1, wherein The calling of the animation resources and adjustment prompts of the game level specifically includes: Calling a plurality of frame animation resources and adjustment hints related to the image resource, and rendering the adjustment hints into the animation resource.

6. The method according to claim 1, characterized in that Prompting the user to perform physiological adjustments according to the adjustment prompt and the animation resource specifically includes: disabling rendering of the image resource according to the physiological state, and rendering the size and / or color of the fifth target object in the animation resource according to the physiological signal; When the physiological state is equal to or greater than a preset level, the animation resource and adjustment prompt for calling the game level are disabled, and the image resource is enabled to be rendered according to the physiological state.

7. A physiological regulation system based on games, characterized in that: It includes a physiological signal detection device and a game feedback physiological device, wherein the game feedback physiological device includes a game logic task generation module and a dynamic adjustment interaction module, wherein: The physiological signal detection device is used to detect the user's physiological signals in real time and send the physiological signals to the dynamic adjustment interaction module; The dynamic adjustment interaction module is used to determine the game level and receive the corresponding physiological signal according to the game level; Analyzing the physiological signal to determine the user's physiological state; The game logic task generation module is used to call the image resources of the game level, render the image resources according to the physiological state, and feed the rendered image resources back to the user interface; the image resources include the scene where the game character is located; If the physiological state is less than a preset level and the duration of the physiological state is greater than a time threshold, the animation resource and adjustment prompt of the game level are called, and the user is prompted to perform physiological adjustment according to the adjustment prompt and the animation resource.

8. The physiological regulation system according to claim 7, characterized in that: The physiological signal detection device includes one or more of a respiratory acquisition device, a heart rate acquisition device or a brain wave acquisition device; the data channels of the physiological signal detection device including the respiratory acquisition device, the heart rate acquisition device or the brain wave acquisition device are all less than or equal to 3.

9. An electronic device, characterized in that: The electronic device includes a memory and a processor, the memory stores a computer program, and the processor implements the method according to any one of claims 1 to 6 when executing the computer program.

10. A computer-readable storage medium, characterized in that A processor-executable program is stored therein, and when the processor-executable program is executed by the processor, it is used to perform the method according to any one of claims 1 to 6.