Information processing method, program product and electronic equipment

By acquiring and predicting the touch operation positions of the graphical user interface and dynamically adjusting the layout of interface elements, the problem of incorrect operations caused by rapid clicks is solved, and the gaming experience and smoothness are improved.

CN120661908APending Publication Date: 2025-09-19NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510814175.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-18
Publication Date
2025-09-19

AI Technical Summary

Technical Problem

In the existing technology, the problem of misoperation caused by rapid clicking cannot be effectively solved. The fixed coordinate layout easily causes the finger to overlap with the option area, and the click delay protection reduces the smoothness of the game and affects the player experience.

Method used

By obtaining the touch operation position set of the graphical user interface, calculating and predicting the future touch position set, and dynamically adjusting the layout of interface elements according to the predicted positions, misoperation is avoided.

Benefits of technology

It effectively avoids players' misoperations caused by rapid clicking, improves the gaming experience, and maintains the smoothness and instant feedback of the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The information processing method provided by the invention comprises the following steps: acquiring a first touch position set of a touch operation acting on a graphical user interface; wherein the first touch position set comprises one or more first touch positions; calculating a second touch position set according to the touch position set; wherein the second touch position set comprises one or more second touch positions; and adjusting the layout of the interface elements in the graphical user interface according to the second touch position. In this way, misoperation caused by quick clicking of players can be effectively avoided, and game experience is improved.
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Description

Technical Field

[0001] The present disclosure relates to the field of computer technology, and in particular to an information processing method, a program product, and an electronic device. Background Art

[0002] In some games, players often make mistakes due to rapid tapping, such as during crucial moments like storyline selections. Some solutions employ a fixed coordinate layout, positioning options at the bottom of the screen. This results in a high probability of the player's finger overlapping the selection area. Alternatively, some solutions employ click delay protection, such as a set cooldown period. However, this approach disrupts the smoothness of the game and results in a poor player experience.

[0003] Related technical solutions have some shortcomings. Neither fixed coordinate layouts nor click delay protection effectively address the issue of incorrect operations caused by rapid clicks. Fixed coordinate layouts easily cause players' fingers to overlap with the selection area, while click delay protection reduces game fluidity and affects players' immediate feedback. Therefore, these methods have obvious limitations in improving user experience. Summary of the Invention

[0004] The present disclosure provides an information processing method, a program product, and an electronic device to at least partially solve the above-mentioned problems existing in the related art.

[0005] According to a first aspect of the present disclosure, an information processing method is provided, including: obtaining a first touch position set of a touch operation acting on a graphical user interface; wherein the first touch position set includes one or more first touch positions; calculating a second touch position set based on the touch position set; wherein the second touch position set includes one or more second touch positions; and adjusting the layout of interface elements in the graphical user interface based on the second touch positions.

[0006] According to a second aspect of the present disclosure, a computer program product is provided, comprising a computer program, wherein when the computer program is executed by a processor, the method of the first aspect and possible implementations thereof are implemented.

[0007] According to a third aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the method of the above-mentioned first aspect and its possible implementation methods by executing the executable instructions.

[0008] In at least one embodiment of the present disclosure, an information processing method includes: obtaining a first touch position set for a touch operation on a graphical user interface; wherein the first touch position set includes one or more first touch positions; calculating a second touch position set based on the touch position set; wherein the second touch position set includes one or more second touch positions; and adjusting the layout of interface elements in the graphical user interface based on the second touch positions. This method effectively prevents players from erroneous operations caused by rapid clicking, thereby improving the gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0009] Figure 1 A schematic diagram showing a system architecture in one exemplary embodiment of the present disclosure;

[0010] Figure 2 A flowchart showing an information processing method in one exemplary embodiment of the present disclosure;

[0011] Figure 3a A schematic diagram showing a graphical user interface in one exemplary embodiment of the present disclosure;

[0012] Figure 3b A schematic diagram showing a graphical user interface in one exemplary embodiment of the present disclosure;

[0013] Figure 3c A schematic diagram showing a graphical user interface in one exemplary embodiment of the present disclosure;

[0014] Figure 4 A schematic diagram showing a graphical user interface in one exemplary embodiment of the present disclosure;

[0015] Figure 5 A schematic diagram showing a graphical user interface in one exemplary embodiment of the present disclosure;

[0016] Figure 6 A schematic structural diagram of an electronic device in one exemplary embodiment of the present disclosure is shown. DETAILED DESCRIPTION

[0017] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.

[0018] In order to enable those skilled in the art to better understand the solutions of the present disclosure, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the embodiments described are only part of the embodiments of the present disclosure, not all of the embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by ordinary technicians in this field without making creative efforts should fall within the scope of protection of the present disclosure.

[0019] It should be noted that the terms "first", "second", etc. in the specification and claims of the present disclosure and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that the numbers used in this way can be interchanged where appropriate, so that the embodiments of the present disclosure described herein can 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.

[0020] The accompanying drawings are schematic illustrations of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art will appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or that other methods, components, devices, steps, etc. may be used to replace one or more specific details.

[0021] Figure 1 The system architecture diagram of the operating environment of this exemplary embodiment is shown. The system architecture may include a terminal device 110 and a server 120. Among them, the terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console and other devices, which have a display function and can display a graphical user interface. The graphical user interface may include an operating system interface or an application interface, etc. The terminal device 110 is installed with an application, such as a game program. The server 120 generally refers to the background system that provides the game service in this exemplary embodiment, which may be a single server or a cluster of multiple servers. Exemplarily, a game server program is deployed on the server 120 for executing game data processing on the server side. The terminal device 110 and the server 120 can be connected via a wired or wireless communication link for data transmission. The method in one of the exemplary embodiments of the present disclosure can be executed by any one or more of the terminal device 110 and the server 120.

[0022] In one embodiment, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the above system architecture. Various cloud applications, such as cloud gaming, can be run within the cloud interaction system. Taking cloud gaming as an example, cloud gaming can be a gaming method based on cloud computing. In the cloud gaming operating mode, the main body of the game program and the main body of the game screen presentation are separated. The storage and operation of the in-game control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) is responsible for receiving and sending data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing the game, the user operates the cloud gaming client to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the cloud gaming client via the network. Finally, the cloud gaming client decodes and outputs the game screen.

[0023] In one embodiment, the above method can be implemented solely by the terminal device 110. For example, without deploying the server 120, the terminal device 110 can run an application in a standalone environment to implement the game function and execute the above method.

[0024] According to one embodiment of the present disclosure, an information processing method is provided. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions, and although a logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown here.

[0025] According to an information processing method of one embodiment of the present disclosure, the method may include: Figure 2 Steps shown:

[0026] Step S210: obtaining a first touch position set of a touch operation on a graphical user interface; wherein,

[0027] The first touch position set includes one or more first touch positions;

[0028] Step S230 : calculating a second touch position set according to the touch position set; wherein the second touch position set includes one or more second touch positions.

[0029] Step S250: adjusting the layout of interface elements in the graphical user interface according to the second touch position.

[0030] Through an information processing method in one embodiment of the present disclosure, a first touch position set for a touch operation on a graphical user interface is obtained; wherein the first touch position set includes one or more first touch positions; a second touch position set is calculated based on the touch position set; wherein the second touch position set includes one or more second touch positions; and the layout of interface elements in the graphical user interface is adjusted based on the second touch positions. This effectively prevents players from erroneous operations caused by rapid clicking, thereby improving the gaming experience.

[0031] In a specific application, such as Figure 3a As shown, the graphical user interface 300 includes control 1 (310), control 2 (320), and control 2 (330), and may also include other controls not shown in the figure, for example, a plot selection control; when the user continuously clicks on the plot dialogue interface to quickly skip content, the system records the coordinates of each touch in real time to form a first touch position set, and the first touch position set includes one or more first touch positions 341-346. Subsequently, the possible area of ​​subsequent touch is predicted through trajectory analysis to generate a second touch position set, and the second touch position set includes one or more second touch positions 351. A second touch position 351 is shown in the figure. Figure 3b As shown, the system dynamically adjusts the layout position of the interface elements, such as control 2 (320), according to the second touch position, so that it avoids the predicted touch area, such as Figure 3c As shown, to avoid erroneous operation.

[0032] The first touch position set refers to the continuous touch point coordinate sequence collected and stored by the system in real time during the user's touch operation. This set is used to capture the user's touch trajectory characteristics and provide basic data support for subsequent predictions.

[0033] Optionally, the first touch position set may include coordinate data for the most recent 3-5 touch points. For example, when a user continuously taps on the screen, the system records touch coordinates every 50ms, forming a coordinate sequence containing at least three points. This sequence is sorted by timestamp, forming a spatiotemporal distribution characteristic of a continuous trajectory. When the touch operation frequency is low (e.g., the interval exceeds 1 second), the system may use a sliding window mechanism to retain only the most recent valid touch points. For example, in a plot dialogue scene, the user may tap rapidly at intervals of 0.5 seconds. The system continuously updates the touch point set within the window to ensure that the prediction model is based on the latest trajectory data. In addition, the first touch position set may also include additional parameters of the touch points, such as touch duration and pressure value, to enhance the accuracy of trajectory prediction. For example, in a multi-touch scenario, the system may distinguish between primary and secondary touch points, prioritizing the coordinates of the primary touch point in the set to prevent secondary touches from interfering with the prediction results. Optionally, the interval between one or more first touch positions included in the first touch position set in the operation sequence is less than a time threshold. For example, the time preset value can be 1 second, 2 seconds, 3 seconds, 5 seconds, etc.

[0034] Optionally, the collection of the first touch position set can meet specific screening conditions. For example, the system can filter out invalid coordinates of non-active touches. Specifically, when the moving distance of the touch point is less than a preset threshold (such as 2 pixels), it is determined to be a false touch or invalid operation and is excluded from the set. In dynamic game scenes, the threshold can be dynamically adjusted. For example, a higher threshold is used in a high-speed moving interface to avoid misjudgment due to interface jitter. In addition, the system can further filter through acceleration analysis: if the acceleration of the touch point exceeds a threshold (such as 10 pixels / millisecond), the touch position is not included in the set. 2 ), it is considered a quick click behavior and its coordinates are retained first. For example, when continuously clicking on plot options, the system distinguishes the user's accelerated click mode through acceleration analysis to ensure the real-time and relevance of the first touch position set. Optionally, the storage of the first touch position set adopts a dynamic update mechanism. For example, when a new touch point is recorded, the system maintains a queue of fixed length in chronological order. If the queue is full, the earliest recorded touch point is automatically removed to ensure that the set always contains the latest and most predictive data.

[0035] The second touch location set is a sequence of future touch area coordinates predicted based on the first touch location set, identifying potential areas where the user might touch. This set uses an algorithmic model to dynamically predict touch trajectories, providing a basis for obstacle avoidance adjustments to interface elements.

[0036] Optionally, a hybrid prediction model is used to generate the second touch position set. For example, the system first analyzes the trajectory trend of the first touch position set through linear regression and calculates the baseline prediction point. Subsequently, a velocity vector correction mechanism is introduced to adjust the accuracy of the prediction result by combining the displacement direction and rate of the two most recent touch points. Specifically, assuming that the coordinates of the three most recent touch points are (x1, y1), (x2, y2), and (x3, y3), the system can fit the linear equation of the trajectory through the least squares method. At the same time, the velocity vector Δx = (x3-x2) / Δt, Δy = (y3-y2) / Δt is calculated, and combined with the current touch point (x3, y3), the coordinates at the next moment are predicted to be (x3+Δx, y3+Δy). Finally, the linear regression result and the velocity vector prediction value are weighted averaged according to preset weights (such as 0.7:0.3) to generate the final second touch position. This process can dynamically adapt to subtle changes in user touch habits through iterative optimization. For example, when the user switches from uniform-speed clicking to accelerated clicking, the system can improve the prediction accuracy by adjusting the weight coefficient (such as increasing the speed vector weight to 0.5).

[0037] Optionally, the second touch position set supports multiple levels of prediction. For example, the system can simultaneously generate short-term prediction points (such as the touch area of ​​the next frame) and long-term prediction areas (such as the touch distribution within the next 2 seconds). Short-term prediction uses a high-sensitivity algorithm to respond to rapid click behavior in real time; long-term prediction uses a probability distribution model to calculate the polygonal area that the user may touch. For example, when the user continuously clicks on plot options, the short-term prediction can be accurate to a circular area with a radius of 50 pixels centered on the current touch point, while the long-term prediction may expand to a rectangular area covering the entire bottom of the screen. The prediction results of the two levels together constitute the second touch position set, providing a multi-dimensional reference for the dynamic adjustment of interface elements. Optionally, the generation of the second touch position set needs to be adapted to the device characteristics. For example, on devices with large differences in touch screen accuracy, the system can dynamically adjust the size of the prediction area through the DPI parameter. Specifically, if the screen DPI is 300, the radius threshold of the prediction point is set to the average touch area of ​​an adult's index finger (approximately 50mm). 2 ) converted pixel values. At the same time, for special forms such as curved screens or special-shaped screens, the system can compensate for the distortion of the predicted area through a coordinate mapping algorithm. For example, in the edge area of ​​the curved screen, the coordinates of the predicted point are offset by a certain proportion toward the center of the screen to offset the touch deviation. In addition, the system can also build a personalized prediction model based on the user's historical operation data. For example, if the user is accustomed to clicking with his left hand, the system can offset the predicted area of ​​the second touch position set to the left half of the screen to improve the targetedness of the prediction.

[0038] The interface element layout refers to the arrangement of interactive controls on a graphical user interface, including the comprehensive configuration of control parameters such as coordinate position, size, and visibility. This layout can be dynamically adjusted based on the location of the second touch to avoid conflicts with the user's touch area.

[0039] Optionally, the adjustment of the interface element layout adopts a layered obstacle avoidance strategy. For example, the system first determines whether the current response area of ​​the target interface element (such as an option button) overlaps with the predicted area of ​​the second touch position. If there is an overlap, the first layer of obstacle avoidance is activated: the element is mirrored to a symmetrical position with the horizontal center axis of the screen as the axis of symmetry. If the position still conflicts with the predicted area, the second layer of obstacle avoidance is activated: the position is adjusted again with the vertical center axis as the axis of symmetry. For example, assuming that the current option button is located in the lower right corner of the screen and the predicted touch area covers this position, the system first mirrors it horizontally to the lower left corner. If the area is still predicted to be covered, it is further mirrored vertically to the upper left corner. If all symmetrical positions are unavailable, the third layer of obstacle avoidance is entered: the element is translated horizontally or vertically until its response area completely avoids the predicted area. For example, translate the option button 100 pixels to the left. If it still overlaps with the predicted area, continue to move vertically upwards to a safe position.

[0040] Optionally, the visual relevance of the adjusted element position to the original position, for example, maintaining alignment with the title bar). Optionally, the change in the size of the adjusted element is minimized to avoid damaging the aesthetics of the interface due to excessive adjustments. Optionally, a safety margin at the edge of the screen to ensure that the element does not exceed the visible area. In the specific implementation, a step-by-step evaluation mechanism can be adopted: first try horizontal symmetry adjustment, calculate the degree of conflict and visual coherence score of the new position; if the score is lower than the threshold, switch to vertical symmetry adjustment and re-evaluate; finally, select the feasible solution with the highest score. For example, when adjusting the plot option button, if the horizontally symmetrical position avoids the predicted area but causes overlap with the progress bar above, the system will give priority to the vertical symmetry solution, even if the predicted area covers part of the edge area, to ensure the coordination of the interface hierarchy.

[0041] Optionally, the system can set the obstacle avoidance priority based on the control type: the obstacle avoidance weight of core function buttons (such as confirmation options) is higher than that of auxiliary information controls (such as help prompts). When multiple controls need to adjust their layout at the same time, priority is given to ensuring that high-priority controls avoid the predicted area. For example, in a plot branch selection scene, the system will first adjust the position of the confirmation option to avoid the predicted touch area, and put the obstacle avoidance operation of the secondary "skip dialogue" button in the subsequent processing. In addition, for foldable or hideable controls, the system can adopt a state adjustment strategy: when the obstacle avoidance demand is high, temporarily hide low-priority controls, or reduce them to icon form to reduce space occupancy. For example, when the predicted touch area covers most of the screen, the system can fold non-critical controls to the sidebar, retaining only the visibility of the core operation buttons, thereby ensuring smooth interaction while avoiding accidental touches.

[0042] In an optional embodiment, the first touch position set is a set of touch positions before the current moment, and the second touch position set is a set of touch positions predicted after the current moment.

[0043] The set of touch positions before the current moment may refer to a historical position record of all or part of the touch operations from the start of the user's operation to the current moment.

[0044] Optionally, the collection of touch positions before the current moment is achieved by recording the user's touch events on the graphical user interface in real time. When the user triggers a touch operation, the system stores the coordinate information of each touch point in a buffer in timestamp order. For example, if the user continuously clicks on the operation interface, the system will continuously record the coordinate values ​​of each click and maintain a sliding window that only retains the most recent 3 to 5 touch positions. This ensures the timeliness of historical data and prevents outdated data from affecting prediction accuracy.

[0045] Optionally, the method for constructing a set of touch positions before the current moment includes a dynamic window adjustment strategy. The system automatically adjusts the collection window of historical data according to the user's operation frequency. For example, when the user clicks quickly and continuously, the system may shorten the window time and only retain the touch points within the last 0.5 seconds; when the user's operation is slow, the window can be appropriately extended to 2 seconds. This adaptive mechanism balances the needs of data volume and prediction accuracy. At the same time, the touch positions in the set can be further processed into statistical features, such as calculating the average position and movement speed vector of the touch points, as input parameters of the subsequent prediction model. For example, by calculating the average coordinates of the three most recent touch points, the reference position of the trajectory can be obtained; and through the time interval and coordinate difference of adjacent touch points, the movement speed vector of the touch point can be derived, providing a dynamic change basis for prediction.

[0046] The set of predicted touch positions after the current moment is a set of future touch positions predicted by an algorithm based on historical touch trajectories, and is used to control the dynamic layout adjustment of interface elements.

[0047] Optionally, the predicted set of touch locations after the current moment is generated using a linear regression model. The system first extracts historical data from the set of touch locations before the current moment, such as the coordinate sequence of the three most recent touch points. These coordinate points are treated as time series data and a linear regression model is built to fit the touch point's movement trends. For example, the displacement vector and time interval between adjacent touch points are calculated to obtain the average velocity vector. Based on this velocity vector, the coordinates of the touch point at the next moment are predicted as the coordinates of the last touch point plus the velocity vector multiplied by the predicted time interval. This model assumes that the movement of the touch point has inertia and is suitable for scenarios where the user continuously swipes in a certain direction. The prediction results form a set of one or more coordinate points, which serve as candidate regions for future touch locations. The system can also add confidence intervals to the predicted points, for example, by generating a circular region centered around the predicted coordinates, with a radius related to the prediction error, to ensure coverage of possible touch deviations. Optionally, the predicted set of touch locations after the current moment can also be optimized using a velocity vector correction algorithm. Building on the basic linear prediction, the system introduces a weighted correction to the velocity vector. For example, the velocity vector between the two most recent touch points is calculated and compared to the historical average velocity. If the current speed changes significantly (such as sudden acceleration or deceleration), the weight parameters of the prediction model are adjusted to give higher priority to the recent speed. For example, the exponentially weighted moving average (EWMA) method is used to make the prediction more responsive to recent operation trends. In addition, the system can combine the acceleration parameters of the touch point to further predict the curvature change of the trajectory. For example, when the user's touch point shows a curved motion, the predicted trajectory will include a set of coordinate points with a curving trend. This dynamic correction mechanism improves the adaptability of the prediction model to complex touch trajectories and is suitable for operation scenarios where the user may suddenly change direction.

[0048] Optionally, a multi-model fusion strategy can also be used to generate a set of predicted touch positions after the current moment. The system runs multiple prediction models simultaneously, such as a linear regression model, a velocity vector model, and a machine learning model (such as a neural network), and assigns different weights to the prediction results of each model. For example, the weight coefficients of each model are dynamically adjusted according to the prediction accuracy of historical data. The final set of predicted coordinates is determined by a weighted average or voting mechanism. For example, if the linear regression model has a higher accuracy in a straight-line motion scenario, and the machine learning model performs better in complex trajectories, the system can select a suitable weight distribution based on the characteristics of the current touch trajectory. In addition, the system can introduce a confidence assessment mechanism to perform a credibility score on the prediction results of each model, and only include high-confidence prediction points in the final set. This multi-model fusion method significantly improves the robustness of the prediction and can cope with diverse touch behavior patterns, such as possible random clicks, slides, or trajectory combination operations by users.

[0049] In an optional embodiment, adjusting the layout of interface elements in the graphical user interface according to the second touch position includes: determining a target interface element among the interface elements in the graphical user interface according to the second touch position, and adjusting the layout of the target interface elements in the graphical user interface.

[0050] For example, when a user quickly clicks on a plot dialogue option, the system determines the target interface element (such as a control) based on the predicted subsequent touch position, and adjusts the position of the interface element to avoid the predicted touch area, thereby avoiding accidental touches.

[0051] The target interface element refers to a specific interactive element in the graphical user interface that requires layout adjustment.

[0052] Optionally, the target interface element can be an interactive control in the user's current operating scenario, such as an option button in a game, a confirmation button in an application, etc. The basis for its selection is the degree of association between the element and the predicted touch area. For example, if the predicted touch point is close to a button, then the button is the target interface element. Furthermore, the identification of the target interface element needs to be combined with the contextual scene. For example, in the plot branch selection interface, the system will give priority to setting the currently selectable branch option as the target interface element. In addition, the selection of the target interface element can also be achieved through a weighting algorithm, such as dynamically adjusting the priority based on the importance of the element and the user's operating habits. For example, if the user frequently operates a button, the button will have a higher weight when it becomes a target interface element, ensuring the layout adjustment priority of the key operating area.

[0053] Optionally, the determination of the target interface element needs to consider multi-dimensional parameters. First, the system determines the coordinate range of the second touch position through the touch prediction algorithm, and calculates the distance between the coordinates and the response area of ​​all interface elements. Elements with a distance less than a preset threshold (such as 10 pixels, 0.5 cm) will be marked as candidate target interface elements. Secondly, the system filters according to the functional attributes of the elements, for example, only adjusting interactive controls (such as buttons, sliders), and excluding purely decorative elements. Finally, combined with the user's historical operation data, if an element is frequently mistakenly touched, it is more likely to be selected as the target interface element. For example, in a scenario of continuous and rapid clicks, the system counts the areas with high incidence of user mistaken touches and sets the core functional controls in the area as priority adjustment objects.

[0054] Optionally, when the user's touch speed exceeds a threshold (such as more than 3 times per second), the system will start high-sensitivity mode, expand the radius of the predicted touch area, and give priority to elements closer to the predicted center as target interface elements. At the same time, the system needs to maintain an element priority queue, for example, always putting the key controls of the current task (such as the "Confirm" button) at the top of the queue to ensure that even when there are multiple candidate elements, the system can still correctly select the target that most needs adjustment. In addition, the system also needs to handle multi-target scenarios. For example, when the predicted touch area covers multiple high-priority elements, by calculating the relative position of the element and the predicted point, the element with the least impact on the user operation after adjustment is selected for layout optimization.

[0055] Optionally, adjusting the layout of the target interface elements can be achieved by translation, scaling or rotation. For example, when the predicted touch point is near the current response area of ​​the element, the system can translate the element away from the predicted point to ensure that its response area does not overlap with the predicted touch position. Furthermore, the translation distance needs to be calculated based on the minimum safe distance between the predicted touch point and the element. For example, if the distance between the predicted point and the edge of the element is less than a preset threshold (such as 5 pixels), the translation operation is triggered. In addition, the size restrictions of the elements must also be considered when adjusting the layout, for example, to avoid elements exceeding the screen boundary or overlapping with other elements due to excessive translation. For example, when an element may conflict with the left edge after translation, the system can adjust the translation direction to the right or upward to keep the layout reasonable.

[0056] Optionally, the layout can be adjusted through a dynamic symmetry algorithm. For example, the target element is mirrored with the center axis of the screen as the axis of symmetry. If the predicted touch point is in the right half of the screen, the system can move the control on the left symmetrically to the right, so that the response area avoids the predicted area. Furthermore, when a single symmetry operation cannot meet the obstacle avoidance requirements, the system can adopt a multi-axis symmetry strategy, for example, first symmetric with the horizontal center axis, and then adjust again with the vertical center axis to finally determine the final position of the element. At the same time, the system needs to detect in real time whether the adjusted layout of the elements conflicts with other elements of the interface. For example, the collision detection algorithm is used to ensure that the adjusted elements do not overlap with other controls, thereby maintaining the usability and aesthetics of the interface.

[0057] In an optional embodiment, adjusting the size and / or position of the target interface element in the graphical user interface includes: adjusting the size and / or position of the target interface element in the graphical user interface so that the response area of ​​the adjusted interface element avoids the second touch position.

[0058] In a specific application, when the user quickly and continuously taps the screen to skip a plot dialogue, the system predicts the subsequent touch area based on the historical touch position and adjusts the position of the option control so that its response area avoids the predicted area. Figure 4 As shown, if it is predicted that the user's finger will move to the right side of the screen, the system can move the option control to the left side to ensure that even if the user touches it by mistake, the unintended option will not be triggered.

[0059] Optionally, the specific implementation method of adjusting the response area of ​​the interface element to avoid the second touch position includes the following steps: First, a dynamic exclusion area is generated based on the second touch position, which is centered on the second touch position and covers the touch deviation range that may be caused by operational errors. Next, the system scans the overlap between the response area of ​​the current interface element and the exclusion area. If there is an overlap, the layout adjustment algorithm is triggered. The algorithm calculates all possible target positions and selects the candidate position that is farthest from the exclusion area and meets the interface layout specifications. For example, if the exclusion area is located in the center of the screen, the response area is adjusted to the edge position first, while maintaining the visibility and ease of operation of the element. In addition, the system also needs to consider the relative positions between elements to avoid layout conflicts of other elements caused by the adjustment. For example, when adjusting the target interface element, it is necessary to synchronously detect whether the response areas of adjacent elements will have new overlaps. If so, the position is further optimized until all constraints are met.

[0060] Optionally, the adjustment process can be implemented through a multi-level obstacle avoidance strategy. The first-level strategy is horizontal or vertical symmetrical adjustment, which moves the target interface element symmetrically along the specified axis to a position symmetrical to the original position. For example, if the second touch position is on the right side of the screen, the system can move the control on the left symmetrically to a symmetrical position on the right, but it must be ensured that the position is not covered by the exclusion area. If the first-level strategy cannot meet the obstacle avoidance requirements, the second-level strategy is activated, and oblique symmetrical adjustment is used to move the element to a position that is diagonally symmetrical to the original position. If it still cannot be met, the translation strategy is adopted to gradually move the element horizontally or vertically until its response area is completely out of the exclusion area. During the translation process, the system needs to detect in real time whether the element exceeds the screen boundary and automatically adapt the boundary. For example, when the translation causes the element to partially exceed the screen, the system automatically adjusts the translation direction or distance to ensure that the element is fully displayed. In addition, the translation distance needs to be dynamically adjusted according to the size of the exclusion area to ensure that the element maintains a safe distance from the exclusion area after movement to avoid accidental touches due to user operation errors.

[0061] Optionally, the adjustment mechanism is further dynamically optimized in combination with the confidence of the touch prediction. When the predicted confidence of the second touch position is high, the system can adopt an aggressive obstacle avoidance strategy and drastically adjust the element position to ensure that the predicted area is completely avoided. For example, if the user clicks quickly and continuously to form a stable touch trajectory, the system predicts that the confidence of the next touch point reaches more than 90%. At this time, the element is adjusted to a position at least three times the touch error radius from the predicted point. Conversely, when the confidence is low, a conservative strategy is adopted to only fine-tune the element position to reduce the interference of layout changes on the user experience. At the same time, the system also needs to balance the obstacle avoidance requirements and the aesthetics of the interface, such as giving priority to maintaining the symmetrical distribution or visual hierarchy of elements to avoid interface clutter due to frequent adjustments. In addition, for situations where multiple target interface elements need to be adjusted at the same time, the system adopts a priority sorting strategy to determine the adjustment order and magnitude based on the importance of the elements and the current operation scenario to ensure that key operation elements are always in the operable area and avoid overlap.

[0062] In an optional embodiment, adjusting the layout of target interface elements in the graphical user interface includes symmetrically moving the target interface elements about a designated line in the graphical user interface. This dynamic adjustment of the designated axis of symmetry effectively avoids overlap between interface elements and predicted touch areas, significantly reducing the risk of accidental touches and improving the accuracy and fluidity of user operations.

[0063] In one specific application, when a user rapidly taps a touchscreen device, the system predicts the next touch coordinates based on the historical touch trajectory. Using the vertical center axis of the screen as a designated line, the system moves the target interface element symmetrically along that axis, away from the predicted area. For example, if the predicted touch point is in the lower right corner of the screen, the system will symmetrically reposition the left control to the upper left corner, ensuring that the control's response area does not overlap with the predicted touch area, while maintaining the symmetrical aesthetic of the interface layout.

[0064] The designated line is a reference line in the graphical user interface used to determine the symmetrical movement direction of the target interface element.

[0065] Optionally, the designated line can be a horizontal axis, a vertical axis, or a diagonal line. For example, the horizontal axis is based on the midpoint of the screen's width, the vertical axis is based on the midpoint of the screen's height, and the diagonal line connects the diagonal vertices of the screen. In a game's story branch selection interface, if the predicted touch point is located in the right half of the screen, the system can select the vertical axis as the designated line and move the left-hand option controls symmetrically to the right to avoid overlapping with the user's quick-click area. Optionally, the type of designated line can be dynamically selected based on the distribution of interface elements. For example, when there are a large number of controls at the edge of the screen, the system prioritizes the vertical axis to ensure that the adjusted controls do not exceed the screen boundaries. If the interface elements are concentrated in the center of the screen, the diagonal line is selected to achieve a wider range of obstacle avoidance adjustments. This dynamic selection mechanism calculates the obstacle avoidance distances corresponding to each candidate line and selects the line that maximizes obstacle avoidance effectiveness as the final designated line. Optionally, the designated line can be determined by combining touch prediction data with the current interface layout. For example, if the predicted touch point is near the lower-right corner of the screen and there are multiple horizontally arranged controls on the current interface, the system will symmetrically move the controls on the right side to the left side, using the horizontal center axis as the designated line, while maintaining the same horizontal spacing between controls. If the moved position overlaps with existing controls, recursive adjustments (such as switching to the vertical center axis) are performed to ensure the feasibility of the final layout.

[0066] In an optional embodiment, the designated line is the horizontal axis, vertical axis, or diagonal line of the graphical user interface. In this way, by dynamically selecting symmetry axes in different directions, the interface layout can be flexibly adjusted according to the distribution characteristics of the predicted touch trajectory, reducing the probability of accidental touches during user operations and improving the smoothness of interaction.

[0067] Optionally, the coordinates of the horizontal center axis in the portrait interface can be defined as 1 / 2 of the screen width. For example, when the screen resolution is 1080×2340 pixels, the x-coordinate of the horizontal center axis is 540 pixels, and the y-coordinate can extend vertically to the top and bottom of the screen. If the target control is originally on the right side of the screen (x-coordinate>540), the system can calculate its horizontal distance from the horizontal center axis and mirror the control to the corresponding position on the left (x-coordinate=540-

[0068] (original x-coordinate -540)), ensuring that the adjusted control layout avoids the predicted touch area on the right. Optionally, the horizontal center axis adjustment needs to take into account the size of the control and the screen edge constraints. For example, if the original width of the control is 200 pixels and the center point is at (700,1000), the center point after horizontal mirroring should be (380,1000). The system needs to verify whether the adjusted control exceeds the left edge of the screen. If the x-coordinate is less than 0, the control needs to be further moved to the right to the minimum safe position (such as x=0) and the symmetry path is recalculated to ensure layout feasibility. Optionally, the horizontal center axis can be used in conjunction with the vertical center axis. For example, when the horizontal and vertical positions of a control need to be adjusted simultaneously, the system can first mirror the control along the horizontal center axis, then mirror it again along the vertical center axis, and finally position the control in the safe area in the four symmetrical quadrants of the screen. This method is particularly suitable for four-way selection interfaces, which can prevent users from accidentally touching the selection due to rapid clicks.

[0069] The vertical axis is the centerline of the graphical user interface (GUI) in the vertical direction and is used to adjust the position of interface elements vertically and symmetrically, so that controls can avoid horizontal overlap with the predicted touch area through vertical mirroring. Optionally, the vertical axis in a landscape interface can be defined at half the screen height. For example, when the screen resolution is 2340×1080 pixels, the y-coordinate of the vertical axis is 540 pixels, and the x-coordinate can extend horizontally to both edges of the screen. If the target control is originally located at the bottom of the screen (y-coordinate > 540), the system calculates its vertical distance from the vertical axis and mirrors the control to the corresponding position at the top (y-coordinate = 540 - (original y-coordinate - 540)), ensuring that the adjusted control layout avoids the predicted touch area at the bottom. Optionally, the vertical axis adjustment can be combined with the vertical scrolling range of the control. For example, in a long list interface, if the user frequently taps the bottom of the screen to quickly scroll, the system can mirror the bottom control along the vertical axis to the top area and dynamically adjust the visible range of the scroll bar to prevent the user from accidentally touching the bottom control and causing the interface to jump. This method is particularly suitable for long text interfaces that need to be browsed quickly but avoid misoperation. Optionally, the vertical center axis can be linked with the dynamic obstacle avoidance algorithm. For example, when the predicted touch area is in the center of the screen, the system can give priority to the vertical center axis for symmetrical adjustment and detect the update of the obstacle avoidance area in real time during the movement of the control. If the obstacle avoidance area continues to expand due to continuous clicks by the user, the final safe position of the control is further recalculated through multiple levels of symmetry axes (such as the intersection of the horizontal and vertical center axes).

[0070] Among them, the diagonal line is the line connecting one vertex to another pair of vertices of the graphical user interface. Optionally, the definition of the diagonal line needs to be combined with the physical size of the screen and the direction of the coordinate system. For example, in a standard rectangular screen, the diagonal line from the upper left to the lower right can be expressed as a linear equation of y=x, while the diagonal line from the upper right to the lower left is y=-x+screen height. If the target control is located in the upper left area of ​​the screen, and the predicted touch points are concentrated in the lower right area, the system can select the upper left-lower right diagonal line as the designated line, and move the control symmetrically along the line to a symmetrical position in the lower right area, while ensuring that its response area avoids the predicted touch point. Optionally, the symmetrical adjustment of the diagonal line needs to take into account the rotation direction of the control. For example, if the control is an asymmetrical graphic (such as an arrow icon), its display angle needs to be adjusted synchronously when it moves symmetrically along the diagonal line to ensure that the visual direction is consistent with the user's operation intention. Figure 1The system can achieve precise layout adjustment by calculating the vertical distance from the center point of the control to the diagonal line and moving it twice the distance in the symmetrical direction. Optionally, the dynamic selection of the diagonal line can be combined with the movement direction of the touch trajectory. For example, when the user continuously slides the touch to the lower right, the system predicts that the next touch point will be in the lower right corner of the screen. At this time, the upper left-lower right diagonal line is selected as the designated line, and the key controls are moved symmetrically to the upper left area. At the same time, the exclusion area of ​​the upper left area is expanded through the dynamic obstacle avoidance algorithm to form a multi-layer protection mechanism.

[0071] In an optional embodiment, the position of the target interface element is moved symmetrically with a specified line in the graphical user interface as an axis of symmetry, including: symmetrically moving the target interface element with a first specified line in the graphical user interface as an axis of symmetry to obtain a first position; symmetrically moving the first position with a second specified line in the graphical user interface as an axis of symmetry to obtain a second position; and determining the second position as the position of the adjusted target interface element.

[0072] In a specific application, when the user quickly clicks on the plot option at the bottom of the screen, the system first moves horizontally symmetrically with the horizontal center axis of the screen as the first designated line, moving the target option to the upper middle area of ​​the screen to form the first position; then moves vertically symmetrically with the vertical center axis as the second designated line, and finally positions the option in the upper right corner of the screen to form a second position that intersects and avoids the original touch trajectory.

[0073] The first designated line serves as the baseline for the initial symmetry operation. Its orientation forms a specific angle with the current predicted touch trajectory, and the first intermediate position is determined using this baseline. Optionally, the first designated line can be the horizontal center axis of the graphical user interface, with a Y coordinate equal to half the screen height. When the target interface element is located at the bottom of the screen, a horizontal flip is performed about this line, moving the element to the top of the screen, creating a spatial separation from the original touch area. Optionally, the first designated line can be a dynamically calculated temporary baseline, such as a virtual dividing line generated based on the density of the user's most recent touch points. If the user habitually taps the right side of the screen, this line can be offset to the left by 15% of the screen width to ensure that the initial position after symmetry is away from high-frequency touch areas. Optionally, the first designated line can be dynamically adjusted based on the device's gravity sensing state. When the device is detected as being held in landscape orientation, the original horizontal center axis is converted to a vertical center axis as a reference to ensure that the symmetry operation direction matches the user's grip.

[0074] Among them, the second specified line is a composite reference line for secondary symmetric operation. Optionally, the second specified line can be designed as an orthogonal line perpendicular to the first specified line. For example, when the first specified line is the horizontal central axis, the second specified line adopts the vertical central axis, and its X coordinate value is equal to half of the screen width. This orthogonal symmetry can cause the final position of the element to form a two-dimensional spatial dislocation with the original touch area. Optionally, the second specified line can adopt a dynamic offset line. For example, after the first symmetry generates the first position, according to the relative distance between this position and the predicted touch area, the offset angle α (30° ≤ α ≤ 60°) is calculated in real time, and an inclined reference line at an angle of α with the first specified line is generated. Optionally, the second specified line can be intelligently selected in combination with the original layout of the interface elements. When the position after the first symmetry still overlaps with the exclusion area, the system will automatically select the reference line that forms the largest included angle with the original element position as the second specified line to ensure the effectiveness of the secondary symmetry.

[0075] Among them, the first position is the intermediate result coordinate of the first symmetry operation, and its value is determined by the geometric relationship between the original element coordinate and the first specified line, providing a transition reference for subsequent composite adjustment. Optionally, the coordinate calculation formula for the first position is: X1 = 2*(Ax - X0) + X0, Y1 = 2*(Ay - Y0) + Y0. Where Ax and Ay are the coordinate parameters of the first specified line, and X0 and Y0 are the original element coordinates. This formula achieves precise symmetry through the principle of vector reflection. Optionally, an elastic attenuation coefficient k (0 < k < 1) can be introduced for the first position. When the theoretically calculated symmetric coordinate exceeds the screen boundary, the attenuated coordinate X' = X0 + k*(X1 - X0) is adopted to ensure that the element is always within the visible area. Optionally, a dynamic weight factor w can be added to the first position. When the area of the predicted touch area exceeds 1 / 3 of the screen, the w value is adjusted from the default 1 to 0.8, making the intermediate position closer to the original element and avoiding layout chaos caused by excessive avoidance.

[0076] Among them, the second position is the final coordinate after double symmetric operations. Optionally, the determination of the second position requires the execution of a boundary check algorithm: when the calculation result exceeds the valid area of the screen, the system will perform three iterative adjustments in the vertical direction, with each movement distance being 5% of the screen height, until a legal position is found. Optionally, the second position can adopt a multi-parameter weighted model. Its coordinate X_final = aX2 + bX_center + c*X_edge, where a + b + c = 1. X2 is the theoretically symmetric coordinate, X_center is the screen center coordinate, and X_edge is the coordinate of the nearest screen edge. This model optimizes the result by balancing the need for obstacle avoidance and layout aesthetics. Optionally, the second position can be predicted and corrected in combination with historical operation data. When it is detected that the user clicks on the same area three times continuously, the Y coordinate of the current second position is additionally increased by 10% of the screen height to form a dynamic avoidance buffer zone.

[0077] In an optional embodiment, adjusting the layout of target interface elements in the graphical user interface includes adjusting the availability of the target interface elements in the graphical user interface. In this way, by dynamically controlling the availability of interface elements, incorrect operations caused by rapid clicking can be effectively avoided, thereby improving interaction reliability.

[0078] In one specific application, when the user is predicted to continuously touch the lower right corner of the screen, the system can temporarily disable the confirmation control in that area and change the control's available state to a gray, semi-transparent display. For example, by disabling the target interface element, the user's accidental touch will not trigger the corresponding function. Optionally, controls in other non-predicted areas can remain available to ensure that the user can operate other functions normally.

[0079] Optionally, the available state of the target interface element includes two modes: enabled and disabled. In the enabled state, the element can respond normally to user clicks or sliding operations; in the disabled state, the element will completely ignore the user's touch input. For example, when it is predicted that the user may accidentally touch the skill selection control, the system can set the available state of the control to disabled, and at the same time superimpose a semi-transparent mask layer on the surface of the control to prompt the user that it is currently inoperable. Optionally, the switching condition of the available state of the target interface element is based on the confidence threshold of the touch prediction. For example, when the distance between the predicted coordinates and the center point of the current control is less than a preset radius (such as 1.5 times the size of the control), and the prediction confidence exceeds 85%, the system automatically triggers the switching of the available state. The threshold can be dynamically adjusted according to the user's historical operating habits. For example, the threshold can be lowered for high-frequency mistouch scenarios to enhance protection.

[0080] In an optional embodiment, determining the target interface element among the interface elements in the graphical user interface based on the second touch position includes: determining an exclusion zone based on the second touch position; and determining the target interface element among the interface elements in the graphical user interface based on the exclusion zone. This effectively prevents accidental touches during user operations and improves the accuracy of interface operations.

[0081] For example, the system generates a rectangular exclusion zone centered on the predicted touch position, such as Figure 5 The rectangular exclusion area 360 shown is then used to scan the response area of ​​the interface elements, filter out the elements overlapping with the exclusion area as target interface elements, and finally present the adjusted layout to the user.

[0082] The exclusion area is a specific area generated based on the predicted touch position, which is used to identify the area that needs to be avoided from accidental touches by the user, ensuring that the layout of the interface elements is adjusted to avoid the area.

[0083] Optionally, the shape and size of the exclusion zone are determined by the dynamic characteristics of the touch behavior. For example, if the second touch position is predicted based on linear regression, the corresponding exclusion zone can be designed as a circle centered at that position, with the radius dynamically adjusted based on the variance of the touch velocity vector. When the touch velocity is high, the radius is increased to cover a larger range of potential false touches; conversely, the radius is decreased to reduce interference with the interface layout. Optionally, the exclusion zone can also be shaped like a rectangle, polygon, or ellipse.

[0084] Optionally, the generation of exclusion zones should be based on the physical size of interface elements and user behavior. For example, if the interface element is a button control, its response area typically coincides with the visual area, so the exclusion zone should completely avoid the button's response boundary. In a specific implementation, the coordinates and size information of all interface elements can be obtained first. Then, a circular zone is formed, centered on the second touch position, and expanded outward by a preset distance (e.g., 1.5 times the button diameter). Finally, elements overlapping with this zone are excluded through a collision detection algorithm. If multiple candidate elements exist, the system can further select the optimal target interface element based on priority rules (e.g., element type and user's historical operation preferences). Optionally, the generation of exclusion zones can be combined with the semantic relevance of interface elements. For example, if an interface element includes a text input box or a sensitive operation button, the corresponding exclusion zone can be expanded to an asymmetric shape to ensure that the user's finger touch does not accidentally trigger these high-risk elements. In a specific implementation, interface elements can be semantically classified (e.g., through UI tags or machine learning model identification), and a larger exclusion zone radius can be set for high-risk elements, or the exclusion zone shape can be adjusted to a long strip extending along the touch path. At the same time, the system needs to monitor the context of touch operations in real time (such as the current interface level and user identity) and dynamically adjust the parameters of the exclusion zone. For example, for children, the radius of the exclusion zone can be increased to 1.5 times the touch error of adults to reduce the probability of accidental touches.

[0085] In an optional embodiment, calculating a second touch position set based on the touch position set includes: determining a reference position based on a first number of first touch positions in the touch position set; determining velocity vector correction data based on a second number of first touch positions in the touch position set; and determining a second touch position in the second touch position set based on the reference position and the velocity vector correction data. In this way, by combining historical touch point distribution patterns with touch velocity trends to predict future touch areas, an interface obstacle avoidance layout can be dynamically generated, reducing the probability of erroneous operations.

[0086] In one specific application, the system collects a sequence of coordinates from consecutive user touches in real time. For example, the three most recent touch points constitute a first set of coordinates, and calculates their geometric center as a reference position. Simultaneously, the average of the displacement vectors of the two most recent touch points is extracted as velocity vector correction data. After offsetting the reference position by a certain distance in the direction of the velocity vector, a second set of predicted touch positions is generated. For example, a dynamic exclusion zone is formed at 5% of the screen width to the reference position.

[0087] The reference position is the center coordinate calculated based on the historical touch position distribution and is used to characterize the clustering trend of user touch behavior. Optionally, the reference position can be calculated using a weighted average method: for example, different weights are assigned to the coordinates of the most recent N consecutive touch points, with the weights decaying over time, giving more recent touch points a greater influence on the reference position. For example, the weight of the most recent touch point is 0.5, the previous one is 0.3, and the previous one is 0.2. The reference position is then determined by weighted summation. This method can dynamically respond to subtle changes in the user's touch trajectory. Optionally, the reference position can be determined based on the geometric characteristics of the touch area. For example, if the touch point distribution is elliptical, the center of the ellipse's major axis is used as the reference position; if the touch point distribution is scattered, the median coordinate is used as the reference position. This dynamic adaptation mechanism can improve prediction accuracy. Optionally, the reference position update mechanism includes a sliding window strategy: for example, a sliding window of the most recent M touch points is maintained. Whenever a new touch point is added, the oldest touch point is immediately removed and the reference position is recalculated. This mechanism ensures that the base position always reflects the latest state of the user's current touch behavior.

[0088] The velocity vector correction data is a vector parameter that characterizes the touch movement trend, including displacement direction and velocity information. Its core function is to correct the static prediction deviation of the reference position and improve the dynamic adaptability of touch prediction by integrating the touch movement speed and direction parameters. Optionally, the velocity vector correction data can be calculated using a differential method: for example, taking the difference Δx and Δy between two consecutive touch point coordinates, combined with the touch time interval Δt, to calculate the velocity vector (Δx / Δt, Δy / Δt). To eliminate the influence of outliers, a moving average filter method can be used to smooth three consecutive velocity vectors. Optionally, the weight distribution of the velocity vector correction data can be dynamically adjusted based on the touch frequency. For example, when the user clicks rapidly and continuously, the weight of the reference position is reduced (for example, to 0.4) and the weight of the velocity vector correction data is increased (for example, to 0.6), so that the prediction focuses more on the touch movement trend rather than the static distribution.

[0089] In an optional embodiment, the interface elements are interface interactive elements. In this way, by limiting the interface elements to interactive elements that can directly respond to user operations, it is possible to ensure that the dynamic layout algorithm accurately adjusts the interface response range of the user's high-frequency operation area, thereby effectively reducing the probability of accidental touches.

[0090] Optionally, interface interactive elements include, but are not limited to, standard interactive controls such as buttons, sliders, or virtual joysticks. Adjustments to their response areas must meet the following conditions: When the predicted coordinates of the user's touch trajectory are within the current control's response area, the system automatically calculates a mirrored position with the specified line as the axis of symmetry, or translates horizontally / vertically to a new position that does not overlap with the predicted exclusion area. For example, if the user continuously clicks on the bottom area of ​​the screen, the system will symmetrically move the response area of ​​the bottom option button to the top edge while maintaining the visual display position unchanged to avoid accidental touches on adjacent controls.

[0091] The exemplary embodiments of the present disclosure further provide a computer program product, which includes a computer program, and implements the above method when the computer program is executed by a processor.

[0092] In one embodiment, a computer program product may be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The computer-readable storage medium may be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk drive (HDD), solid-state drive (SSD), and the like. Exemplarily, the computer program product may be implemented as a non-volatile storage medium storing the computer program, such as a read-only memory, NAND flash memory, and the like.

[0093] In one embodiment, the computer program product may be an intangible product containing a computer program. For example, the computer program product may be implemented as a virtual digital product, such as a digital file such as an executable file or installation package storing the computer program.

[0094] The code of the computer program can be written in one or more programming languages. Programming languages ​​include C, Java, C++, etc. The program code can be executed entirely on the user computing device, partially on the user computing device, or as a separate software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user computing device via any type of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (e.g., via an Internet connection provided by a carrier).

[0095] Computer programs can be carried or transmitted through electrical, magnetic, optical, electromagnetic, infrared and other signals. Electronic devices can convert signals carrying computer programs into digital signals, and then run the computer programs. When a computer program runs on an electronic device, its code is used to enable the electronic device to execute (more specifically, it can enable the processor of the electronic device to execute) the method steps of various exemplary embodiments of the present disclosure, for example: an information processing method, comprising: obtaining a first touch position set of a touch operation acting on a graphical user interface; wherein the first touch position set includes one or more first touch positions; calculating a second touch position set based on the touch position set; wherein the second touch position set includes one or more second touch positions; and adjusting the layout of interface elements in the graphical user interface based on the second touch position.

[0096] The exemplary embodiments of the present disclosure also provide an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as a computer program. The processor executes the executable instructions to perform the method steps of various exemplary embodiments of the present disclosure. The electronic device may also include a display for displaying a graphical user interface.

[0097] Reference below Figure 6 , the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Figure 6 The electronic device 600 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.

[0098] like Figure 6 As shown, the electronic device 600 may include a processor 610 , a memory 620 , a bus 630 , an I / O (input / output) interface 640 , a network adapter 650 , and a display 660 .

[0099] The memory 620 may include volatile memory, such as RAM 621 and cache unit 622, and may also include non-volatile memory, such as ROM 623. The memory 620 may also include one or more program modules 624. Such program modules 624 include, but are not limited to, an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, the program modules 624 may include the modules in the aforementioned devices.

[0100] The processor 610 may include one or more processing units, for example: the processor 610 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit) and other processing units.

[0101] The processor 610 can be used to execute the executable instructions stored in the memory 620 to execute the above-mentioned method of the present disclosure, such as executing the following method steps: an information processing method, comprising: obtaining a first touch position set of a touch operation acting on a graphical user interface; wherein the first touch position set includes one or more first touch positions; calculating a second touch position set based on the touch position set; wherein the second touch position set includes one or more second touch positions; and adjusting the layout of interface elements in the graphical user interface based on the second touch positions.

[0102] The bus 630 is used to realize the connection between different components of the electronic device 600 and may include a data bus, an address bus, and a control bus.

[0103] The electronic device 600 can communicate with one or more external devices 700 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 640 .

[0104] The electronic device 600 can communicate with one or more networks via the network adapter 650. For example, the network adapter 650 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. The network adapter 650 can communicate with other modules of the electronic device 600 via the bus 630.

[0105] The electronic device 600 can display a graphical user interface through the display 660, such as displaying a virtual scene, a virtual character, etc.

[0106] although Figure 6 Not shown, other hardware and / or software modules may also be provided in the electronic device 600, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.

[0107] As can be seen from the above, the technical solutions of the present disclosure can be implemented as methods, devices, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art will understand that various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation that combines hardware and software aspects, such as "circuit", "module" or "system".

[0108] It should be understood that the present disclosure is not limited to the specific method steps or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from the scope thereof. Those skilled in the art will easily think of other embodiments based on the specific embodiments provided by the present disclosure. Therefore, the specific embodiments provided by the present disclosure are merely exemplary, and the scope and spirit of the present disclosure are indicated by the claims, which should cover any variations, uses or adaptive changes of the present disclosure, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the field of the present technology that are not disclosed in the present disclosure.

Claims

1. An information processing method, characterized in that: The method comprises: Acquire a first touch position set of a touch operation acting on a graphical user interface; wherein the first touch position set includes one or more first touch positions; Calculating a second touch position set based on the touch position set; wherein the second touch position set includes one or more second touch positions; Adjust the layout of interface elements in the graphical user interface according to the second touch position.

2. The method according to claim 1, characterized in that The first touch position set is a set of touch positions before a current moment, and the second touch position set is a set of predicted touch positions after the current moment.

3. The method according to claim 1, characterized in that The adjusting the layout of interface elements in the graphical user interface according to the second touch position includes: A target interface element is determined among the interface elements in the graphical user interface according to the second touch position, and a layout of the target interface elements in the graphical user interface is adjusted.

4. The method according to claim 3, characterized in that The adjusting the layout of target interface elements in the graphical user interface includes: The size and / or position of a target interface element in the graphical user interface is adjusted.

5. The method according to claim 4, characterized in that The adjusting the size and / or position of the target interface element in the graphical user interface includes: The size and / or position of the target interface element in the graphical user interface is adjusted so that the response area of ​​the adjusted interface element avoids the second touch position.

6. The method according to claim 4, characterized in that The adjusting the layout of target interface elements in the graphical user interface includes: The position of the target interface element is moved symmetrically with a designated line in the graphical user interface as an axis of symmetry.

7. The method according to claim 6, characterized in that The designated line is a horizontal center axis, a vertical center axis, or a diagonal line in the graphical user interface.

8. The method according to claim 6, characterized in that The step of symmetrically moving the target interface element about a designated line in the graphical user interface as an axis of symmetry includes: symmetrically moving the target interface element with a first designated line in the graphical user interface as an axis of symmetry to obtain a first position; symmetrically moving the first position with a second designated line in the graphical user interface as an axis of symmetry to obtain a second position; The second position is determined as the adjusted position of the target interface element.

9. The method according to claim 3, characterized in that The adjusting the layout of target interface elements in the graphical user interface includes: Adjusting the available state of a target interface element in the graphical user interface.

10. The method according to claim 1, characterized in that The determining a target interface element among the interface elements in the graphical user interface according to the second touch position includes: determining an exclusion area according to the second touch position; A target interface element is determined among the interface elements in the graphical user interface according to the exclusion area.

11. The method according to claim 1, wherein The calculating a second touch position set according to the touch position set includes: determining a reference position according to a first number of first touch positions in the touch position set; determining velocity vector correction data according to a second number of first touch positions in the touch position set; A second touch position in the second touch position set is determined according to the reference position and the velocity vector correction data.

12. The method according to claim 1, characterized in that The interface elements are interface interaction elements.

13. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the method according to any one of claims 1 to 12 is implemented.

14. An electronic device, characterized in that: include: processor; a memory for storing executable instructions of the processor; The processor is configured to perform the method according to any one of claims 1 to 12 by executing the executable instructions.