Emotional game pad interaction method, device and system and medium

Through the emotional game pad interaction method, the image playback device and emotional game pad feedback signal are used to provide action input to form an immersive game screen, solving the problem of complex and difficult to accept by traditional mental health adjustment methods, and improving the interactivity and fun of mental health adjustment.

CN120459631APending Publication Date: 2025-08-12FOSHAN POLYTECHNIC
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Patent Information

Application Number
CN202510689290.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-05-27
Publication Date
2025-08-12

AI Technical Summary

Technical Problem

Traditional mental health regulation methods require professional guidance, the process is complex and not easy to accept by the public, and lacks intuition and fun.

Method used

Through the emotional game pad interaction method, the image playback device and the emotional game pad feedback signal are used to provide action input to form an immersive game screen, combining virtual plants and action analysis to achieve psychological emotional regulation.

Benefits of technology

It improves the interactivity and fun in the mental health regulation process and enhances the user's emotional regulation experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses an emotional game pad interaction method, device and system and a medium, and the method comprises the steps: responding to a starting instruction input by a user, displaying a first interface, and displaying UI images of a plurality of virtual plants on the first interface; determining a target virtual plant; loading the model of the target virtual plant into a preset game model, and forming a current game picture; acquiring a treading form signal and a touch strength signal which are fed back from the emotional game pad; and determining a first action and a second action, executing in the game model according to the first action and forming a current game picture, executing in the game model according to the second action and forming a current game picture, and transmitting the current game picture to the image playing device for playing. According to the invention, psychological emotion adjustment of the user is facilitated, and interactivity in a psychological health adjustment process is improved. The method is mainly used in the health interaction technology field.
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Description

Technical Field

[0001] The present invention relates to the field of health interaction technology, and in particular to an emotional game mat interaction method, device, system and medium. Background Art

[0002] With the accelerating pace of modern life, people face various stresses and emotional issues. Traditional mental health management methods often require professional guidance and are tedious and complex, making them difficult for the general public to accept and use. Therefore, there is a need for more intuitive, engaging, and easy-to-use emotion management tools. Therefore, improving the interactivity of mental health management tools is a technical issue that urgently needs research within the industry. Summary of the Invention

[0003] The present invention provides an emotional game mat interaction method, device, system and medium to solve one or more technical problems existing in the prior art and at least provide a beneficial option or create conditions.

[0004] The present invention provides an emotional game mat interaction method, comprising: responding to a start instruction input by a user, displaying a first interface, wherein the first interface displays UI images of multiple virtual plants, wherein the virtual plants are recommended based on the user's emotional profile information; Determining that the UI image of the virtual plant in the first interface is triggered, recording the triggered virtual plant as a target virtual plant; Loading the target virtual plant model into a pre-set game model to form a current game screen; Control the video playback device to play the current game screen in the target area; Obtaining the stepping pattern signal and touch force signal fed back from the emotion game mat; A first action is determined according to the stepping pattern signal, the first action is executed in the game model to form the current game screen, and the current game screen is passed to the image playback device for playback; a second action is determined according to the touch force signal, the second action is executed in the game model to form the current game screen, and the current game screen is passed to the image playback device for playback.

[0005] Furthermore, after the first action is executed, a first sound effect is obtained and outputted through an audio device.

[0006] Furthermore, after the second action is executed, a second sound effect is obtained and outputted through an audio device.

[0007] Furthermore, the emotional game mat interaction method further includes: recording the number of times the first action is performed within a set first time period, and when the number reaches a set first threshold, adjusting the shape of the target virtual plant model.

[0008] Furthermore, the emotional game mat interaction method further includes: recording the number of times the second action is determined within a set second time period, and when the number reaches a set second threshold, adjusting the shape of the target virtual plant model.

[0009] Furthermore, determining the first action based on the pedaling pattern signal specifically includes: analyzing the pedaling pattern signal to determine the pedaling method represented by the pedaling pattern signal, querying and obtaining the corresponding action mark from a pre-set pedaling method and action comparison table, and determining the first action based on the action mark.

[0010] Furthermore, determining the second action based on the touch force signal specifically includes: parsing the touch force signal to determine the touch force level represented by the touch force signal, querying and obtaining the corresponding action mark from a pre-set touch force level and action comparison table, and determining the second action based on the action mark.

[0011] On the other hand, an emotional game mat interaction device is provided, comprising: a processor and a memory, wherein the memory is used to store a computer-readable program; when the computer-readable program is executed by the processor, the processor implements the emotional game mat interaction method as described in any one of the above technical solutions.

[0012] In another aspect, an emotional game mat interaction system is provided, comprising: a response module, a determination module, a loading module, a play module, an acquisition module, and an adjustment module; The response module is used to: respond to the start instruction input by the user and display a first interface, wherein the first interface displays UI images of multiple virtual plants, and the virtual plants are recommended based on the user's emotional profile information; The determining module is used to: determine that the UI image of the virtual plant in the first interface is triggered, and record the triggered virtual plant as the target virtual plant; The loading module is used to: load the model of the target virtual plant into a pre-set game model and form a current game screen; The playback module is used to: control the image playback device to play the current game screen in the target area; The acquisition module is used to: acquire the stepping shape signal and the touch force signal fed back from the emotion game mat; The adjustment module is used to: determine a first action based on the stepping pattern signal, execute the first action in the game model and form the current game screen, and pass the current game screen to the image playback device for playback; determine a second action based on the touch force signal, execute the second action in the game model and form the current game screen, and pass the current game screen to the image playback device for playback.

[0013] On the other hand, a computer-readable storage medium is provided, in which a processor-executable program is stored. When the processor-executable program is executed by the processor, it is used to implement the emotional game mat interaction method as described in any one of the above technical solutions.

[0014] The present invention has at least the following beneficial effects: The method of the present invention provides action input through an emotional game mat and utilizes an image playback device to play the game screen changes caused by the action input, thereby making the user's emotional training more immersive. It also facilitates the user's psychological and emotional regulation and improves the interactivity of the psychological health regulation process. The present invention also provides corresponding devices, systems, and media. The beneficial effects of these devices, systems, and media are similar to those of the method and will not be repeated here. BRIEF DESCRIPTION OF THE DRAWINGS

[0015] The accompanying drawings are used to provide a further understanding of the technical solution of the present invention and constitute a part of the specification. Together with the embodiments of the present invention, they are used to explain the technical solution of the present invention and do not constitute a limitation to the technical solution of the present invention.

[0016] Figure 1 It is a flowchart of the steps of the emotional game mat interaction method; Figure 2 It is a schematic diagram of the device structure of the emotional game mat interactive device; Figure 3 This is a schematic diagram of the system connection structure of the emotional game mat interactive system. DETAILED DESCRIPTION

[0017] In order to make the purpose, technical solutions and advantages of the present invention more clearly understood, the present invention is further described in detail below with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain the present invention and are not intended to limit the present invention.

[0018] It should be noted that although the system diagrams illustrate functional module divisions and the flowcharts illustrate logical sequences, in certain circumstances, the steps shown or described may be performed in a sequence that differs from the module divisions in the system or the sequence in the flowcharts. The terms "first," "second," and so on, in the specification, claims, and drawings, are used to distinguish similar items and are not necessarily used to describe a specific sequence or precedence.

[0019] For ease of description, some terms in this article are explained below.

[0020] Artificial Intelligence Model, Artificial Intelligence (AI) model refers to a system that can simulate human intelligent behavior through computer algorithms and data training.

[0021] Human-Machine Interface (HMI) refers to the communication medium or means between humans and computer systems. It is a platform for two-way information exchange of various symbols and actions between humans and computers.

[0022] Smart device, an intelligent device refers to any device, instrument or machine with computing and processing capabilities.

[0023] refer to Figure 1 , Figure 1 It is a flowchart of the steps of the interaction method of the emotional play mat.

[0024] This emotional game mat interaction method is mainly run through a smart device. When the smart device is running, the steps that can be performed include: Step 1: In response to a start-up instruction input by the user, the first interface is displayed.

[0025] Among them, the first interface displays UI images of multiple virtual plants, and the virtual plants are recommended based on the user's emotional portrait information.

[0026] When the user needs to interact with the game, he can trigger the smart device and start the corresponding game application software through the smart device. Of course, the game application software will require the user to enter the corresponding account information. After the user enters the corresponding account information, the smart device will display the first interface. The function of the first interface is to provide a human-computer interaction interface, through which the user can select the elements of the game. Among them, in the first interface, the UI images of multiple virtual plants will be displayed according to the user's account information. The selection of these virtual plants will be selected from the database based on the user's emotional portrait information. Different virtual plants will be associated with different emotional portrait information in advance in the database.

[0027] The user's emotional profile is iteratively generated based on pre-tests and gameplay. The smart device associates this emotional profile with the user's account information. Therefore, the smart device can determine the user's emotional profile based on their account information. It then uses this emotional profile to determine a virtual plant. Once the virtual plant is obtained, the smart device displays its UI image on the first interface.

[0028] Step 2: Determine that the UI image of the virtual plant in the first interface is triggered, and then record the triggered virtual plant as the target virtual plant.

[0029] The internal growth rules of the virtual plants displayed in the first interface are all tailored to the user's current mood, allowing the user to better play the game and adjust their psychology. The user can trigger the corresponding UI image and select a favorite virtual plant UI image from a variety of virtual plant UI images that suit their current mood.

[0030] The smart device responds to the trigger and records the virtual plant corresponding to the triggered UI image as the target virtual plant.

[0031] Step 3: Load the model of the target virtual plant into a pre-set game model to form the current game screen.

[0032] After determining the target virtual plant, the smart device can search the model of the target virtual plant in the model database and load the model into the game model to be run. The smart device runs the game model to form a game screen with the target virtual plant, which can be considered the current game screen.

[0033] Step 4: Control the video playback device to play the current game screen in the target area.

[0034] After receiving the current game screen, the smart device can control the video playback device to play the current game screen in a set target area. The user can then view the target area to see the current game screen.

[0035] Step 5: Obtain the stepping pattern signal and touch force signal fed back from the emotion game mat.

[0036] When users play the emotional therapy game, they use the emotional game mat to implement human-computer interaction input. The smart device can obtain the content information of the user's operation through the feedback information in the emotional game mat.

[0037] The emotional game mat is also provided with various button areas, and a pressure sensor array is also distributed under the button areas. The pressure sensor array can convert the user's pressure signal into an electrical signal, thereby generating different signal combinations based on the function of each button area. This signal combination can form a stepping pattern signal. The stepping pattern signal can be used to obtain different ways of stepping on the emotional game mat, such as stepping with one foot, stepping with both feet alternately, etc. On the other hand, the pressure sensor arrays in some button areas can also sense the degree of pressure, and by sensing the degree of pressure, a touch force signal can be obtained. The touch force signal can be used to obtain different ways of touching the emotional game mat, such as light touch, heavy touch, etc.

[0038] Step 6: Determine a first action based on the stepping pattern signal, execute the first action in the game model and form the current game screen, and pass the current game screen to the image playback device for playback; determine a second action based on the touch force signal, execute the second action in the game model and form the current game screen, and pass the current game screen to the image playback device for playback.

[0039] Upon receiving the pedaling pattern signal, the smart device analyzes the signal to determine the action represented by the pedaling pattern signal, referred to herein as the first action. Once the first action is determined, the first action is executed by the game model, thereby forming the current game screen. The user can perceive the changes to the game model caused by the action through the current game screen.

[0040] Regarding the determination of the first action, in some further specific embodiments, determining the first action according to the pedaling pattern signal specifically includes: the smart device will parse the pedaling pattern signal to determine the pedaling method represented by the pedaling pattern signal, query and obtain the corresponding action mark from a pre-set pedaling method and action comparison table, and determine the first action according to the action mark.

[0041] In some specific embodiments, the stepping pattern signal indicates single-foot stepping and double-foot stepping. When the smart device determines that the stepping pattern signal is single-foot stepping, the first action is to apply a first type of fertilizer to the virtual plant. In this case, the current game screen displays a screen showing the application of the first type of fertilizer to the virtual plant. When the smart device determines that the stepping pattern signal is alternating double-foot stepping, the first action is to apply a second type of fertilizer to the virtual plant. In this case, the current game screen displays a screen showing the application of the second type of fertilizer to the virtual plant.

[0042] The smart device records the number of times different types of fertilizer are applied to the virtual plant within a set time period. Based on the pre-set effects of different fertilizer types on the virtual plant and the number of fertilizer applications, the device determines a first growth indicator for the current virtual plant. This first growth indicator serves as a reference for determining the morphological changes of the virtual plant. When the number of times reaches a set first threshold, the morphology of the target virtual plant model is altered.

[0043] When the smart device receives the touch force signal, it analyzes the touch force signal to determine the degree of pressure represented by the touch force signal, thereby determining the different touch methods of the user on the emotional game mat, and then determining the action represented by the touch force signal, which is referred to as the second action. Once the second action is determined, the second action can be executed through the game model to form the current game screen. The user can perceive the changes brought to the game model by the action through the current game screen.

[0044] Regarding the determination of the second action, in some further specific embodiments, determining the second action based on the touch force signal specifically includes: parsing the touch force signal to determine the touch force level represented by the touch force signal, querying and obtaining the corresponding action mark from a pre-set touch force level and action comparison table, and determining the second action based on the action mark.

[0045] In some specific embodiments, the touch force signal indicates a light touch and a heavy touch. When the smart device determines that the touch force signal is a light touch, the second action is to water the virtual plant in a small amount. In this case, the current game screen displays an image of the virtual plant being watered in a small amount. When the smart device determines that the touch force signal is a heavy touch, the second action is to water the virtual plant in a large amount. In this case, the current game screen displays an image of the virtual plant being watered in a large amount.

[0046] The smart device records the time and amount of watering for the virtual plant. Based on the effects of pre-set watering amounts on the virtual plant and the number of waterings (the number of times the second action is performed), the device determines a second growth indicator for the current virtual plant. This second growth indicator serves as a reference for determining the virtual plant's morphological changes. When the number of waterings reaches a pre-set second threshold, the morphology of the target virtual plant model is altered.

[0047] The present invention uses an emotional game mat to provide action input and uses an image playback device to play the game screen that changes due to the action input, thereby making the user's emotional training more immersive, facilitating the user's psychological and emotional regulation, and improving the interactivity of the psychological health regulation process.

[0048] To enhance the fun of interaction, in some further embodiments, after the smart device determines that the first action has been completed in the game model, it will obtain a first sound effect and output the first sound effect through the audio device. In some further embodiments, after the smart device determines that the second action has been completed in the game model, it will obtain a second sound effect and output the second sound effect through the audio device.

[0049] In some further specific embodiments, the smart device also monitors the growth of a virtual plant selected by the user and collects the user's heart rate and sound signals during the game. Using the virtual plant's growth, the user's heart rate and sound signals during the game as input, a pre-set artificial intelligence model is used to determine the change in the user's emotional profile. This change in emotional profile information serves as a reference for changes in the current emotional profile, thereby providing a basis for iterative emotional profiles.

[0050] Of course, the game model also integrates a cognitive challenge module, which is a copy function of the game model. The smart device will use a pre-set artificial intelligence model to refer to the user's historical game data and current emotional profile information to generate cognitive challenge content that meets the user's current psychological needs.

[0051] On the other hand, reference Figure 2 , Figure 2 This is a schematic diagram of the device structure of the emotional game mat interactive device.

[0052] An emotional game mat interaction device is provided, comprising: a processor and a memory; wherein the memory is configured to store a computer-readable program. When the computer-readable program is executed by the processor, the processor implements the emotional game mat interaction method described in any one of the above technical solutions.

[0053] Those skilled in the art will appreciate that all or some of the steps and systems disclosed above can be implemented as software, firmware, hardware, or any suitable combination thereof. Some or all of the physical components may be implemented as software executed by a processor, such as a central processing unit, digital signal processor, or microprocessor, or as hardware, or as an integrated circuit, such as an application-specific integrated circuit. Such software may be distributed on computer-readable media, which may include computer storage media (or non-transitory media) and communication media (or transient media). As is well known to those skilled in the art, the term computer storage media includes volatile and non-volatile, removable and non-removable media implemented in any method or technology for storing information, such as computer-readable instructions, data structures, program modules, or other data. Computer storage media includes, but is not limited to, RAM, ROM, EEPROM, flash memory or other memory technologies, CD-ROM, digital versatile disks (DVDs) or other optical disk storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other medium that can be used to store the desired information and can be accessed by a computer. As is well known to those skilled in the art, communication media typically embodies computer-readable instructions, data structures, program modules, or other data in a modulated data signal such as a carrier wave or other transport mechanism, and may include any information delivery media.

[0054] On the other hand, reference Figure 3 , Figure 3 This is a schematic diagram of the system connection structure of the emotional game mat interactive system.

[0055] Provided is an emotional game mat interaction system, comprising a response module, a determination module, a loading module, a play module, an acquisition module, and an adjustment module.

[0056] The response module is used to respond to the start instruction input by the user and display the first interface.

[0057] Among them, the first interface displays UI images of multiple virtual plants, and the virtual plants are recommended based on the user's emotional portrait information.

[0058] When the user needs to interact with the game, he can trigger the response module and start the corresponding game application software through the response module. Of course, the game application software will require the user to enter the corresponding account information. After the user enters the corresponding account information, the response module will display the first interface. The function of the first interface is to provide a human-computer interaction interface, through which the user can select the elements of the game. Among them, in the first interface, the UI images of multiple virtual plants will be displayed according to the user's account information. The selection of these virtual plants will be selected from the database according to the user's emotional portrait information. Different virtual plants will be associated with different emotional portrait information in advance in the database.

[0059] The user's emotional profile is iteratively generated based on pre-tests and game play. The smart device associates this emotional profile with the user's account information. Therefore, the response module can determine the user's emotional profile based on their account information. This information is then used to determine a virtual plant. Once the virtual plant is obtained, the smart device displays its UI image on the first interface.

[0060] The determining module is used to: determine that the UI image of the virtual plant in the first interface is triggered, and then record the triggered virtual plant as the target virtual plant.

[0061] The internal growth rules of the virtual plants displayed in the first interface are tailored to the user's current mood, allowing them to better play the game and adjust their mental state. The user can trigger a corresponding UI image and select a favorite virtual plant from among a variety of UI images that suit their current mood. The determination module responds to the trigger and records the virtual plant corresponding to the triggered UI image as the target virtual plant.

[0062] The loading module is used to load the model of the target virtual plant into a pre-set game model and form a current game screen.

[0063] After determining the target virtual plant, the loading module can search the model of the target virtual plant in the model database and load the model into the game model to be run. The loading module runs the game model to form a game screen with the target virtual plant, which can be considered as the current game screen.

[0064] The playback module is used to control the image playback device to play the current game screen in the target area.

[0065] After obtaining the current game screen, the playback module can control the video playback device to play the current game screen in a set target area. The user can then view the target area to see the current game screen.

[0066] The acquisition module is used to acquire the stepping shape signal and the touch force signal fed back from the emotion game mat.

[0067] When the user plays the emotional therapy game, the user can use the emotional game mat to realize the human-computer interaction input. The acquisition module can obtain the content information that the user wants to operate through the feedback information in the emotional game mat.

[0068] The emotional game mat is also provided with various button areas, and a pressure sensor array is also distributed under the button areas. The pressure sensor array can convert the user's pressure signal into an electrical signal, thereby generating different signal combinations based on the function of each button area. This signal combination can form a stepping pattern signal. The stepping pattern signal can be used to obtain different ways of stepping on the emotional game mat, such as stepping with one foot, stepping with both feet alternately, etc. On the other hand, the pressure sensor arrays in some button areas can also sense the degree of pressure, and by sensing the degree of pressure, a touch force signal can be obtained. The touch force signal can be used to obtain different ways of touching the emotional game mat, such as light touch, heavy touch, etc.

[0069] The adjustment module is used to: determine a first action based on the stepping pattern signal, execute the first action in the game model and form the current game screen, and pass the current game screen to the image playback device for playback; determine a second action based on the touch force signal, execute the second action in the game model and form the current game screen, and pass the current game screen to the image playback device for playback.

[0070] Upon receiving the pedaling pattern signal, the adjustment module analyzes the signal to determine the action represented by the pedaling pattern signal, referred to herein as the first action. Once the first action is determined, the first action is executed by the game model, thereby forming the current game screen. The user can perceive the changes to the game model caused by the action through the current game screen.

[0071] Regarding the determination of the first action, in some further specific embodiments, determining the first action according to the pedaling pattern signal specifically includes: the adjustment module will analyze the pedaling pattern signal to determine the pedaling method represented by the pedaling pattern signal, query and obtain the corresponding action mark from a pre-set pedaling method and action comparison table, and determine the first action according to the action mark.

[0072] In some specific embodiments, the stepping pattern signal indicates single-foot stepping and double-foot stepping. When the adjustment module determines that the stepping pattern signal is single-foot stepping, the first action is to apply a first type of fertilizer to the virtual plant. In this case, the current game screen displays a screen showing the application of the first type of fertilizer to the virtual plant. When the smart device determines that the stepping pattern signal is alternating double-foot stepping, the first action is to apply a second type of fertilizer to the virtual plant. In this case, the current game screen displays a screen showing the application of the second type of fertilizer to the virtual plant.

[0073] The adjustment module records the number of times different types of fertilizer are applied to the virtual plant within a set time period. Based on the pre-set effects of different fertilizer types on the virtual plant and the number of fertilizer applications, the module determines a first growth index for the current virtual plant. This first growth index serves as a reference for determining the morphological changes of the virtual plant. When the number of times reaches a set first threshold, the morphology of the target virtual plant model is modified.

[0074] When the adjustment module receives the touch force signal, it analyzes the touch force signal to determine the degree of pressure represented by the touch force signal, thereby determining the different touch methods of the user on the emotional game mat, and then determining the action represented by the touch force signal, which is referred to as the second action. Once the second action is determined, the second action can be executed by the game model to form the current game screen. The user can perceive the changes brought to the game model by the action through the current game screen.

[0075] Regarding the determination of the second action, in some further specific embodiments, determining the second action based on the touch force signal specifically includes: parsing the touch force signal to determine the touch force level represented by the touch force signal, querying and obtaining the corresponding action mark from a pre-set touch force level and action comparison table, and determining the second action based on the action mark.

[0076] In some specific embodiments, the touch force signal represents a light touch and a heavy touch. When the adjustment module determines that the touch force signal is a light touch, the second action is to water the virtual plant in a small amount. In this case, the current game screen displays a picture of the virtual plant being watered in a small amount. When the smart device determines that the touch force signal is a heavy touch, the second action is to water the virtual plant in a large amount. In this case, the current game screen displays a picture of the virtual plant being watered in a large amount.

[0077] The adjustment module records the time and amount of watering for the virtual plant. Based on the effect of pre-set watering amounts on the virtual plant and the number of watering times (the number of times the second action is performed), it determines a second growth indicator for the current virtual plant. This second growth indicator serves as a reference for the virtual plant's morphological changes. When the number of times reaches a pre-set second threshold, the morphology of the target virtual plant model is altered.

[0078] On the other hand, a computer-readable storage medium is provided, in which a program executable by a processor is stored. When the program executable by the processor is executed by the processor, it is used to implement the emotional game mat interaction method as described in any one of the above specific embodiments.

[0079] An embodiment of the present application further discloses a computer program product, including a computer program or computer instructions, wherein the computer program or computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer program or computer instructions from the computer-readable storage medium, and the processor executes the computer program or computer instructions, so that the computer device performs the emotional game mat interaction method described in any of the previous embodiments.

[0080] The terms "first", "second", "third", "fourth", etc. (if any) in the specification of the present application and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequential order. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can, for example, be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0081] It should be understood that in this application, "at least one (item)" means one or more, and "plurality" means two or more. "And / or" is used to describe the association relationship of associated objects, indicating that three relationships may exist. For example, "A and / or B" can mean: only A exists, only B exists, and A and B exist at the same time, where A and B can be singular or plural. The character " / " generally indicates that the previous and next associated objects are in an "or" relationship. "At least one of the following items" or similar expressions refers to any combination of these items, including any combination of single items or plural items. For example, at least one of a, b or c can mean: a, b, c, "a and b", "a and c", "b and c", or "a and b and c", where a, b, c can be single or multiple.

[0082] In the several embodiments provided in this application, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. For example, the device embodiments described above are merely schematic. For example, the division of the units is merely a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be an indirect coupling or communication connection through some interfaces, devices or units, which can be electrical, mechanical or other forms.

[0083] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.

[0084] In addition, the functional units in the various embodiments of the present application may be integrated into a single processing unit, or each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or software functional units.

[0085] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0086] Although the description of the present application has been quite detailed and specifically describes several embodiments, it is not intended to be limited to any of these details or embodiments or any particular embodiment, but should be considered to provide a broad possible interpretation of these claims by reference to the appended claims, taking into account the prior art, so as to effectively cover the intended scope of the present application. In addition, the above description of the present application is based on the embodiments foreseen by the inventors, which is intended to provide a useful description, and those non-substantial changes to the present application that have not yet been foreseen may still represent equivalent changes to the present application.

Claims

1. An emotional game mat interaction method, characterized in that: include: In response to a start instruction input by the user, a first interface is displayed, wherein the first interface displays UI images of a plurality of virtual plants, wherein the virtual plants are recommended based on the user's emotional profile information; Determining that the UI image of the virtual plant in the first interface is triggered, recording the triggered virtual plant as a target virtual plant; Loading the target virtual plant model into a pre-set game model to form a current game screen; Control the video playback device to play the current game screen in the target area; Obtaining the stepping pattern signal and touch force signal fed back from the emotion game mat; A first action is determined according to the stepping pattern signal, the first action is executed in the game model to form the current game screen, and the current game screen is transmitted to the image playback device for playback; a second action is determined according to the touch force signal, the second action is executed in the game model to form the current game screen, and the current game screen is transmitted to the image playback device for playback.

2. The emotional game mat interaction method according to claim 1, characterized in that: After the first action is executed, a first sound effect is obtained and outputted through an audio device.

3. The emotional game mat interaction method according to claim 1, characterized in that: After the second action is executed, a second sound effect is obtained and outputted through an audio device.

4. The emotional game mat interaction method according to claim 1, characterized in that: Also includes: The number of times the first action is performed within a set first time period is recorded, and when the number reaches a set first threshold, the shape of the target virtual plant model is adjusted.

5. The emotional game mat interaction method according to claim 1, characterized in that: Also includes: The number of times the second action is performed within a set second time period is recorded, and when the number reaches a set second threshold, the shape of the target virtual plant model is adjusted.

6. The emotional game mat interaction method according to claim 1, characterized in that: Determining the first action according to the pedaling pattern signal specifically includes: analyzing the pedaling pattern signal to determine the pedaling method represented by the pedaling pattern signal, querying and obtaining the corresponding action mark from a pre-set pedaling method and action comparison table, and determining the first action according to the action mark.

7. The emotional game mat interaction method according to claim 1, characterized in that: Determining the second action based on the touch force signal specifically includes: parsing the touch force signal to determine the touch force level represented by the touch force signal, querying and obtaining the corresponding action mark from a pre-set touch force level and action comparison table, and determining the second action based on the action mark.

8. An emotional game mat interactive device, characterized in that: include: processor; a memory for storing a computer-readable program; When the computer-readable program is executed by the processor, the processor is caused to implement the emotional game mat interaction method according to any one of claims 1 to 7.

9. An emotional game mat interactive system, characterized in that: include: Response module, determination module, loading module, playback module, acquisition module and adjustment module; The response module is used to: respond to the start instruction input by the user and display a first interface, wherein the first interface displays UI images of multiple virtual plants, and the virtual plants are recommended based on the user's emotional profile information; The determining module is used to: determine that the UI image of the virtual plant in the first interface is triggered, and record the triggered virtual plant as the target virtual plant; The loading module is used to: load the model of the target virtual plant into a pre-set game model and form a current game screen; The playback module is used to: control the image playback device to play the current game screen in the target area; The acquisition module is used to: acquire the stepping shape signal and the touch force signal fed back from the emotion game mat; The adjustment module is used to: determine a first action based on the stepping pattern signal, execute the first action in the game model and form the current game screen, and pass the current game screen to the image playback device for playback; determine a second action based on the touch force signal, execute the second action in the game model and form the current game screen, and pass the current game screen to the image playback device for playback.

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 implement the emotional game mat interaction method according to any one of claims 1 to 7.

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