Virtual object display method and device, electronic equipment and readable storage medium

By calculating the similarity index based on the position and attribute parameters of the target object in virtual reality and online game platforms, and selecting the most similar virtual object for display, the problem of virtual characters being too single is solved, and the interactivity and immersion of the virtual environment are improved.

CN120714232APending Publication Date: 2025-09-30INDUSTRIAL AND COMMERCIAL BANK OF CHINA
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Patent Information

Application Number
CN202510836194.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-20
Publication Date
2025-09-30

AI Technical Summary

Technical Problem

In existing virtual reality and online gaming platforms, the display of virtual characters is too monotonous and lacks diversity and personalization, resulting in insufficient interactivity and immersion.

Method used

By receiving the object loading request, obtaining the location and attribute parameters of the target object, determining the virtual objects around the target object, calculating the similarity index, and selecting the most similar virtual object for display, including considering factors such as target scene, attribute matching, labeling and collaborative relationships.

Benefits of technology

It improves the diversity and relevance of virtual character displays, enhances the user's personalized experience and the interactivity and immersion of the virtual environment.

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Abstract

The invention discloses a virtual object display method and device, electronic equipment and a readable storage medium. The method comprises the following steps: receiving an object loading request corresponding to a target object; in response to the object loading request, obtaining a target object position and a target attribute parameter corresponding to the target object; n virtual objects within a preset range away from the position of the target object are determined, and N is a positive integer larger than 1; according to the target attribute parameter and the object attribute parameters of the N virtual objects, determining similarity indexes, corresponding to the N virtual objects, of the target object; and determining a display object from the N virtual objects according to the N groups of similarity indexes so as to load and display the display object. According to the invention, the technical problem that the displayed virtual character is too single in the prior art is solved.
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Description

Technical Field

[0001] The present invention relates to the field of metaverse, and in particular to a method and device for displaying virtual objects, an electronic device, and a readable storage medium. Background Art

[0002] In existing virtual reality and online gaming platforms, the display of virtual characters often relies on the player's location information. For example, traditional technologies may determine which NPCs (non-player characters) or player characters to display based solely on the characters' physical proximity.

[0003] To address the above-mentioned problems, no effective solutions have been proposed so far. Summary of the Invention

[0004] Embodiments of the present invention provide a method, device, electronic device, and readable storage medium for displaying a virtual object, so as to at least solve the technical problem in the related art that the displayed virtual character is too single.

[0005] According to one aspect of an embodiment of the present invention, a virtual object display method is provided, comprising: receiving an object loading request corresponding to a target object; obtaining a target object position and target attribute parameters corresponding to the target object in response to the object loading request; determining N virtual objects within a predetermined range from the target object position, wherein N is a positive integer greater than 1; determining similarity indexes between the target object and the N virtual objects respectively based on the target attribute parameters and the object attribute parameters of the N virtual objects; and determining a display object from the N virtual objects based on the N groups of similarity indices, so as to load and display the display object.

[0006] Optionally, based on the target attribute parameters and the object attribute parameters of the N virtual objects, the similarity indexes corresponding to the target object and the N virtual objects are determined, including: when the attribute parameter items include M types of parameter items, determining the target scene in which the target object is located, wherein M is a positive integer greater than 1; based on the target scene, determining the weight values ​​corresponding to the M types of parameter items; based on the weight values ​​corresponding to the M types of parameter items, the target attribute parameters and the object attribute parameters of the N virtual objects determine the N groups of similarity indexes, wherein the target attribute parameters and the N groups of object attribute parameters respectively include parameter values ​​corresponding to the M types of parameter items.

[0007] Optionally, determining similarity indexes of the target object and the N virtual objects respectively based on the target attribute parameters and the object attribute parameters of the N virtual objects includes: determining a virtual matching item of the target object, wherein the virtual matching item includes at least one of the following: current dressing style, current behavior pattern; determining target matching parameters corresponding to the virtual matching items from the target attribute parameters, and determining object matching parameters corresponding to the virtual matching items from N groups of object attribute parameters; determining the N groups of similarity indexes based on the target matching parameters and the N groups of object matching parameters.

[0008] Optionally, based on the target attribute parameters and the object attribute parameters of the N virtual objects, the similarity indexes corresponding to the target object and the N virtual objects are determined, including: when the object loading request carries a target tag, determining the target tag parameters corresponding to the target tag from the target attribute parameters, and determining the object tag parameters corresponding to the target tag from N groups of object attribute parameters, wherein the target tag includes at least one of the following: a display tag, a shielded tag; and determining N groups of similarity indexes based on the target tag parameters and N groups of object tag parameters.

[0009] Optionally, based on the target attribute parameters and the object attribute parameters of the N virtual objects, the similarity indexes corresponding to the target object and the N virtual objects are determined, including: determining the object collaboration relationship of the target object; when the target object has an object collaboration relationship, obtaining the collaboration attribute parameters of the collaboration object; based on the target attribute parameters, the collaboration attribute parameters, and the object attribute parameters of the N virtual objects, determining N groups of similarity indexes.

[0010] Optionally, determining N virtual objects within a predetermined range from the target object position includes: determining N real objects within a predetermined range from the target object position; constructing virtual images corresponding to the N real objects respectively; and determining the N virtual objects based on the virtual images corresponding to the N real objects respectively.

[0011] Optionally, receiving an object loading request corresponding to the target object includes any one of the following: receiving an object loading request triggered in response to a transition operation corresponding to the target object; receiving an object loading request triggered in response to a display switching operation corresponding to the target object.

[0012] According to one aspect of an embodiment of the present invention, a virtual object display device is provided, comprising: a receiving module for receiving an object loading request corresponding to a target object; an acquisition module for acquiring a target object position and target attribute parameters corresponding to the target object in response to the object loading request; a first determination module for determining N virtual objects within a predetermined range from the target object position, wherein N is a positive integer greater than 1; a second determination module for determining similarity indexes between the target object and the N virtual objects respectively corresponding to the target object based on the target attribute parameters and the object attribute parameters of the N virtual objects; and a third determination module for determining a display object from the N virtual objects based on N groups of similarity indexes, so as to load and display the display object.

[0013] According to one aspect of an embodiment of the present invention, a computer-readable storage medium is provided, wherein the computer-readable storage medium includes a stored executable program, wherein when the executable program is running, the device where the computer-readable storage medium is located is controlled to execute any one of the above methods.

[0014] According to one aspect of an embodiment of the present invention, an electronic device is provided, comprising: a memory storing an executable program; and a processor configured to run the program, wherein the program executes any one of the above methods when running.

[0015] According to one aspect of an embodiment of the present invention, a computer program product is provided, comprising computer instructions, which implement the steps of any one of the above methods when executed by a processor.

[0016] In an embodiment of the present invention, an object loading request corresponding to a target object is received. In response to the object loading request, a target object position and target attribute parameters corresponding to the target object are obtained. N virtual objects within a predetermined range from the target object position are determined, where N is a positive integer greater than 1. Based on the target attribute parameters and the object attribute parameters of the N virtual objects, similarity indexes of the target object and the N virtual objects corresponding to each are determined. Based on the N groups of similarity indexes, a display object is determined from the N virtual objects to load and display the display object. By dynamically analyzing the attributes of the target object and its similarity with the surrounding N virtual objects, it is possible to intelligently screen the display objects, increase the diversity and relevance of the character display, ensure that the displayed virtual characters are closer to the user's personalized needs and current situation, enhance the interactivity and immersion of the virtual environment, and thus solve the technical problem of the excessive singleness of the displayed virtual characters in the related art. BRIEF DESCRIPTION OF THE DRAWINGS

[0017] The drawings described herein are used to provide a further understanding of the present invention and constitute a part of this application. The exemplary embodiments of the present invention and their descriptions are used to explain the present invention and do not constitute an improper limitation of the present invention. In the drawings:

[0018] Figure 1 is a flowchart of a virtual object display method provided by an embodiment of the present invention;

[0019] Figure 2 This is a structural block diagram of a virtual object display device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0020] In order to enable those skilled in the art to better understand the solutions of the present invention, the technical solutions in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the embodiments described are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without making creative efforts should fall within the scope of protection of the present invention.

[0021] It should be noted that the terms "first", "second", etc. in the description and claims of the present invention 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 invention 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.

[0022] It should be noted that the collected information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data for display, data for analysis, etc.) involved in this application are information and data authorized by the user or fully authorized by all parties, and the collection, storage, use, processing, transmission, provision, disclosure and application of the relevant data comply with relevant laws, regulations and standards, take necessary confidentiality measures, do not violate public order and good morals, and provide corresponding operation portals for users to choose to authorize or refuse. For example, an interface is set up between this system and relevant users or institutions to provide users with corresponding operation portals for users to choose to agree or refuse the automated decision-making results; if the user chooses to refuse, the expert decision-making process will be entered.

[0023] Example 1

[0024] According to an embodiment of the present invention, an embodiment of a virtual object display 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] Figure 1 is a flow chart of a virtual object display method provided by an embodiment of the present invention. Figure 1 As shown, the method includes the following steps:

[0026] Step S102, receiving an object loading request corresponding to a target object;

[0027] In step S102 provided in this application, an object loading request is received.

[0028] Among them, the target object is involved, and the target object refers to the object currently operated by the user.

[0029] Among them, an object loading request is involved. When a user enters a new virtual environment or game scene, other virtual objects will be displayed in the virtual environment or game scene to perform loading operations on other virtual objects.

[0030] Step S104, in response to the object loading request, obtaining the target object position and target attribute parameters corresponding to the target object;

[0031] In step S104, the application explains that upon receiving a load request, the precise location and detailed attribute parameters of the target object are obtained. This is the first critical step in the entire loading process, ensuring that subsequent loading of neighboring objects and attribute matching can be performed accurately around the target object currently being viewed by the user.

[0032] The target object position is the specific coordinates or orientation of the target object in virtual space. For example, after loading into a new scene, this can be a predetermined location. For example, after logging into a new game, this can be the location where you last logged off. The object position can be a two-dimensional (X, Y) or three-dimensional (X, Y, Z) coordinate, which is used to determine the current spatial location of the target object so that adjacent virtual objects can be loaded later.

[0033] This involves target attribute parameters, which include a series of data describing the target object's characteristics, such as the character's level, skills, equipment, status (such as health and energy), identity, social relationships (such as friends and enemies), and other customized parameters. These attribute parameters are used for subsequent intelligent matching of neighboring objects.

[0034] By obtaining the target object's location and target attribute parameters, intelligent matching and personalized loading can be achieved, significantly improving the accuracy and satisfaction of users' interactions with the virtual environment. Personalized loading based on target attribute parameters can better meet user preferences, creating a more natural and engaging virtual environment experience.

[0035] Step S106, determining N virtual objects within a predetermined range from the target object, where N is a positive integer greater than 1;

[0036] In step S106 provided in this application, the step of determining virtual objects around the target object is described. The system determines which virtual objects meet the limited conditions of the distance from the target position through calculation or search, so as to further screen these virtual objects.

[0037] The predetermined range, also known as the proximity range or loading range, refers to the distance threshold within which the system will consider loading virtual objects around the target object. This range can be based on a variety of factors, such as server performance, game design requirements, and user experience considerations. It defines the geographic boundaries within which the system searches for and loads nearby virtual objects.

[0038] Optionally, the predetermined range may be determined according to display interface parameters of the display device to ensure that sufficient display can be performed in the display interface.

[0039] Wherein, N virtual objects are involved, which means the number of virtual objects that the system will determine from the predetermined range of the target object position. The value of N can be all objects within the predetermined range, so that the object to be displayed is determined from the N virtual objects.

[0040] Step S108, determining similarity indexes corresponding to the target object and the N virtual objects respectively based on the target attribute parameters and the object attribute parameters of the N virtual objects;

[0041] In step S108 provided in this application, it is described that the similarity between the target object and each other virtual object is determined based on the characteristics of the target object and the characteristics of the surrounding virtual objects.

[0042] This involves object attribute parameters for N virtual objects, meaning each of the N virtual objects has its own set of object attribute parameters, similar to the target attribute parameters. These parameters may include the virtual object's status, abilities, equipment, appearance, and the strength of its relationship with the target object.

[0043] By calculating the similarity index in this step, the system can present each user with the most relevant and likely attractive virtual objects, thereby enhancing the user's personalized experience and making it easier for users to encounter interesting or useful virtual characters. Furthermore, in social games, the similarity index can help match players with similar interests or play styles, promoting meaningful social interactions rather than random or unrelated encounters, thereby strengthening the sense of community and connections between players.

[0044] Step S110 : determining a display object from N virtual objects according to N sets of similarity indexes, so as to load and display the display object.

[0045] In step S110 provided in this application, the step of determining a display object and using it for subsequent loading is described.

[0046] This involves N sets of similarity indices. In the previous step, the similarity indices between the target object and the N virtual objects have been calculated. Here, the N sets of similarity indices correspond one to each of the N virtual objects. Each similarity index is a measure of the similarity between the target object and the corresponding virtual object.

[0047] This involves display objects. Among N virtual objects, the subset ultimately selected for direct display to the user is selected. Display objects are selected based on N sets of similarity indices, typically selecting the top several virtual objects most similar to the target object to provide the best interactive or display experience.

[0048] Through the above steps S102-S110, an object loading request corresponding to the target object is received. In response to the object loading request, the target object position and target attribute parameters corresponding to the target object are obtained. N virtual objects within a predetermined range from the target object position are determined, where N is a positive integer greater than 1. Based on the target attribute parameters and the object attribute parameters of the N virtual objects, the similarity indexes of the target object and the N virtual objects corresponding to each other are determined. Based on the N groups of similarity indexes, a display object is determined from the N virtual objects to load and display the display object. By dynamically analyzing the attributes of the target object and its similarity with the surrounding N virtual objects, it is possible to intelligently screen the display objects, increase the diversity and relevance of the character display, ensure that the displayed virtual characters are closer to the user's personalized needs and current situation, enhance the interactivity and immersion of the virtual environment, and thus solve the technical problem of the overly single displayed virtual characters in the related technologies.

[0049] As an optional embodiment, similarity indexes corresponding to the target object and the N virtual objects are determined based on the target attribute parameters and the object attribute parameters of the N virtual objects, including: when the attribute parameter items include M types of parameter items, determining the target scene in which the target object is located, where M is a positive integer greater than 1; determining weight values ​​corresponding to the M types of parameter items based on the target scene; and determining N groups of similarity indexes based on the weight values ​​corresponding to the M types of parameter items, the target attribute parameters and the object attribute parameters of the N virtual objects, where the target attribute parameters and the N groups of object attribute parameters include parameter values ​​corresponding to the M types of parameter items.

[0050] In this embodiment, a method for determining the similarity index by determining type parameter values ​​and weight values ​​corresponding to multiple type parameter items according to a target scenario is described.

[0051] M types of parameters are involved, representing the total number of attribute parameter categories of virtual objects considered when calculating the similarity index. These parameters cover a wide range of aspects, including a character's skills, status, social relationships, equipment, and activity preferences. The diversity of M ensures comprehensiveness and accuracy in the calculation. The specific type of parameters selected can be customized based on the specific application and scenario.

[0052] Among them, the target scene is involved. The target scene refers to the current environment or situation of the target object. It can be a certain location in the game, a task type, an event status, or an activity scene on a virtual social platform. The identification of the target scene is the key to determining which of the M types of parameter items are more important. It should be noted that the system can subdivide the target scene into multiple sub-scenes, each of which corresponds to a different set of weight values. For example, in the "battle scene", it is further subdivided into "field battle", "copy challenge", etc., and the weight distribution of each sub-scene will be different, which increases the complexity and accuracy of the match.

[0053] This involves weights, which represent the importance of each of the M parameter types in calculating the similarity index. The weights are determined by the characteristics of the target scenario. Different scenarios may result in different weights for the same attribute parameter to adapt to the current context.

[0054] In this step, the system identifies the specific scene in which the target object is currently located. Based on this scene, it automatically adjusts the weights of M types of parameters to reflect the relative importance of different attribute parameters in the current scene. Finally, the system uses these adjusted weights, combined with the target attribute parameters and the M types of parameter values ​​for each virtual object, to calculate N sets of similarity indices to identify the virtual object that best matches the target object.

[0055] By automatically adjusting the weights of these parameters, the system can quickly adapt its matching strategy based on the target object's context, providing more reasonable and adaptable virtual object matching. Considering that users' focus on virtual object attributes varies across different scenarios, this approach more accurately reflects users' current needs and interests, resulting in more personalized matching results.

[0056] As an optional embodiment, similarity indexes corresponding to the target object and the N virtual objects are determined based on the target attribute parameters and the object attribute parameters of the N virtual objects, including: determining a virtual matching item of the target object, wherein the virtual matching item includes at least one of the following: current dressing style, current behavior pattern; determining target matching parameters corresponding to the virtual matching items from the target attribute parameters, and determining object matching parameters corresponding to the virtual matching items from N groups of object attribute parameters; and determining N groups of similarity indexes based on the target matching parameters and the N groups of object matching parameters.

[0057] In this embodiment, the similarity between the target object and the N virtual objects in virtual matching items is determined to determine a similarity index therebetween.

[0058] This involves virtual matching items, which are used to define the characteristics or attributes displayed by virtual objects in specific scenarios. These can include current clothing style and current behavior patterns. Current clothing style can be understood as the visual appearance characteristics of the virtual character, such as the style of clothing and equipment, so that virtual objects with similar clothing styles can be displayed later. Current behavior patterns refer to the current behavior of the virtual character, such as the currently displayed action sequence or the current interaction method in the game, so that virtual objects with similar behavior patterns can be displayed later.

[0059] This involves target matching parameters, which are data points directly associated with the virtual matching items extracted from the attribute parameters of the target object (i.e., the user character). For example, if the virtual matching item is the current clothing style, the target matching parameters may be the user's appearance settings or equipment types. If the virtual matching item is the current behavior pattern, the target matching parameters may be the user's recent gaming behavior records, operation preferences, etc.

[0060] This involves object matching parameters. For each of the N virtual objects, the system extracts attribute parameters related to the virtual match to compare their similarity with the target object. These parameters also include information about clothing and behavior, and the specific values ​​depend on the actual situation of each virtual object.

[0061] In this step, the system identifies the virtual matching items of the target object, and then extracts corresponding data from the target attribute parameters and the attribute parameters of N virtual objects based on these matching items. Finally, by comparing these extracted parameters, N groups of similarity indices are calculated. Each group of indices represents the similarity between the target object and a single virtual object in the current matching items, so as to subsequently identify other virtual characters with similar clothing styles or similar behavior patterns.

[0062] By focusing on virtual matches, the system can more accurately identify the user's focus, whether it's appearance preferences or behavioral habits, thereby improving the targetedness and precision of matches. Users can establish deeper connections with virtual objects based on similarities in clothing style or behavioral patterns. This matching mechanism based on personal preferences greatly enhances the user's personalized experience. In multiplayer online games, the similarity index calculation based on current behavioral patterns can help players quickly find like-minded partners or opponents, optimizing in-game social interaction and teamwork.

[0063] As an optional embodiment, similarity indexes corresponding to the target object and the N virtual objects are determined based on the target attribute parameters and the object attribute parameters of the N virtual objects, including: when a target tag is carried in the object loading request, target tag parameters corresponding to the target tag are determined from the target attribute parameters, and object tag parameters corresponding to the target tag are determined from the N groups of object attribute parameters, wherein the target tag includes at least one of the following: a display tag and a shielded tag; and N groups of similarity indexes are determined based on the target tag parameters and the N groups of object tag parameters.

[0064] In this embodiment, it is described how, when receiving an object loading request, if the request carries target tags, the system determines the similarity index between the target object and the virtual object based on these tags.

[0065] This involves target labels, which are specific identifiers or classifications associated with target objects (i.e., user roles) and are used to specify specific behaviors for the system when processing virtual objects. Target labels can be divided into two categories: display labels and block labels. Display labels instruct the system to prioritize displaying or considering virtual objects with certain characteristics; block labels instruct the system to avoid displaying or considering virtual objects with certain characteristics.

[0066] This involves target tag parameters, which are data directly associated with the target tag, extracted from the target object's attribute parameters. For example, if the target tag is "Display tag: History Enthusiast," the target tag parameters might be history-related content within the target object's attributes, such as the character's background or their historical knowledge quiz scores.

[0067] This involves object label parameters. For each of the N virtual objects, the system selects data points corresponding to the target label from their attribute parameters. These data points constitute the object label parameters. Similarly, taking the example of "history enthusiast", the object label parameters may include information such as the virtual object's background story and historical knowledge level.

[0068] In this step, data associated with the target label is found from the target attribute parameters, namely the target label parameters. Subsequently, information associated with the same target label is identified from the attribute parameters of N virtual objects, namely the object label parameters. Finally, based on these label parameters, the system calculates N sets of similarity indices for virtual object display.

[0069] By allowing users to set display or block tags, users can customize their virtual environment, displaying only virtual objects of interest or meeting specific criteria, enhancing the personalization and satisfaction of the experience. Blocking tags helps users avoid unwanted virtual objects, reducing the distraction of irrelevant information and improving user satisfaction and comfort with the virtual environment. Furthermore, based on the calculation of a tag-based similarity index, the system can more efficiently filter and load virtual objects, reducing unnecessary data processing and transmission, and optimizing the use of computing resources and network bandwidth.

[0070] As an optional embodiment, based on the target attribute parameters and the object attribute parameters of N virtual objects, the similarity indexes corresponding to the target object and the N virtual objects are determined, including: determining the object collaboration relationship of the target object; when the target object has an object collaboration relationship, obtaining the collaboration attribute parameters of the collaboration object; and determining N groups of similarity indexes based on the target attribute parameters, the collaboration attribute parameters, and the object attribute parameters of the N virtual objects.

[0071] In this embodiment, a similarity index calculation method is described, which not only considers the direct attribute matching between the target object and N virtual objects, but also introduces the interactive relationship and attribute parameters between the target object and the third-party collaborative object to evaluate the similarity from a more comprehensive perspective.

[0072] This involves object collaboration, which refers to the cooperative relationship or interaction pattern between the target object and other virtual objects or entities. This relationship can be a teammate relationship in the game, a mission partner, or even a temporary alliance against the enemy in certain scenarios.

[0073] Among them, the collaborative attribute parameters are involved, which are a series of attribute parameters of the collaborative object, similar to the target attribute parameters. These parameters may include the virtual object's status, ability, equipment, appearance, and the strength of its relationship with the target object.

[0074] In this step, the system first identifies the collaborative relationship of the target object, then collects the collaborative attribute parameters of the collaborative object, and finally comprehensively considers these collaborative attribute parameters with the attribute parameters of the target object and the attribute parameters of N virtual objects to obtain a more accurate N groups of similarity indexes. That is, it can be understood that based on the target object and the objects that have a collaborative relationship with the target object, other objects to be displayed are jointly determined to provide users with the best virtual object matching in a collaborative environment.

[0075] By calculating a similarity index that takes synergy into account, the system displays roughly the same objects for the target object and those with synergy. This allows the system to more accurately match virtual objects that effectively synergize with the target object in terms of skills, equipment, and social relationships, significantly enhancing team collaboration and improving the gaming experience.

[0076] As an optional embodiment, determining N virtual objects within a predetermined range from the target object position includes: determining N real objects within a predetermined range from the target object position; constructing virtual images corresponding to the N real objects respectively; and determining N virtual objects based on the virtual images corresponding to the N real objects respectively.

[0077] In this embodiment, a process of determining a virtual object adjacent to a target object in a mixed experience scene combining the real world and the virtual world is described.

[0078] This involves a predetermined range, a defined spatial boundary that delineates the distances the system should consider when searching for N virtual objects. This range is typically determined based on factors such as game design, user experience, or technical limitations, ensuring that the target object only interacts with virtual objects within a nearby area, avoiding excessive data loading or unnecessary long-distance communication delays.

[0079] There are N real objects involved, which are real individuals or entities in the real world that are located close to the target object. For example, in a location-based game, the N real objects can be nearby real players or places in the real world.

[0080] This involves avatars, which are digital representations of real-world objects in virtual environments, encompassing features such as appearance, attributes, and behavioral patterns. The construction of avatars involves transforming elements of the real world into a manipulable and visual form within a virtual environment. For example, real-world objects can be transformed into in-game character images and information panels. This enhances the interactivity between virtual and real life.

[0081] In this step, the system identifies N real-world objects within a certain range of the target object's virtual location in real-world coordinates. Next, the system constructs corresponding virtual avatars for these N real-world objects, translating the real-world object's features into visual and interactive elements within the virtual environment. Finally, based on these virtual avatars, the system formally identifies N virtual objects that can directly interact with the target object. These objects are then loaded into the target object's field of view, creating a virtual world experience with the target object.

[0082] By transforming nearby real-world people or objects into virtual avatars, users can experience a sense of real-world proximity within the virtual environment, enhancing the realism of the game or application and creating a uniquely immersive experience. This method enables real-world people to meet and interact in a virtual environment, particularly in location-based games or social applications, fostering the establishment of new social connections and the deepening of existing ones. Furthermore, by loading only virtual objects within a predetermined range of the target object, compared to loading the entire scene, the resource requirements for data transmission and graphics rendering are significantly reduced, improving system efficiency and responsiveness.

[0083] It's important to note that the system uses AI technologies, such as deep learning models, to create highly personalized virtual avatars based on the real-life subject's profile, historical behavior, and preferences. This goes beyond just recreating the person's appearance to also simulate their personality, skills, and social circles, making the avatars more vivid and true to life.

[0084] As an optional embodiment, receiving an object loading request corresponding to a target object includes any one of the following: receiving an object loading request triggered in response to a transition operation corresponding to the target object; receiving an object loading request triggered in response to a display switching operation corresponding to the target object.

[0085] In this embodiment, it is described how to load new or updated virtual objects in a virtual environment in response to user behavior.

[0086] This involves transitions, which refer to transitions within a virtual environment, such as moving from one game scene to another or changing position within a virtual space. Transitions can be triggered by the user directly controlling the movement of a target object or by a scene change caused by the development of the game's plot. These are not limited here and can be customized based on the specific application and scenario.

[0087] This involves display switching operations. Unlike physical position changes, display switching operations involve more user interface adjustments, such as switching perspectives, turning on or off the view of specific functions, or returning to the main game interface from a menu. These operations generally do not change the actual position of the target object in the virtual environment, but rather change the way the user observes or interacts with it. In these cases, adaptive adjustments will also be made to enable the display interface to better display the corresponding virtual object.

[0088] In this step, the system receives actions related to the target object (transitions or display switches), determines user intent or environmental changes, and triggers object loading requests. For example, when the user controls the character to move to a new area (transition) or switches to a perspective showing nearby players (display switch), the system initiates the loading process and prepares to load and display the corresponding virtual object based on the current scene and user needs.

[0089] By promptly loading and displaying virtual objects of interest, the system improves interaction fluidity and user satisfaction. Based on the user's actions, the system intelligently loads the virtual objects that best suit the current context. Whether exploring a new map or checking social connections, this allows users to experience a more realistic and immersive virtual environment. Loading virtual objects when necessary significantly reduces computing resource consumption and improves system efficiency.

[0090] Based on the above embodiment and optional embodiment, an optional implementation manner is provided, which is described in detail below.

[0091] A virtual object display method is provided in an optional embodiment of the present invention, which is described below.

[0092] Step 1: Get the current game / application scene and the current character.

[0093] Step 2: Based on the current game / application scene and the current character, determine the surrounding real-time players to be displayed for the current character in the game scene.

[0094] It should be noted that when displaying players, players with different settings can be displayed according to the current game / application scenario and the current role.

[0095] Optionally, the following methods may be included:

[0096] 1) Self-setting:

[0097] The current role settings display related permission settings. Users can set whether they can be seen, or let others see them, or which people they want to see, etc. according to their needs.

[0098] When displaying players, some useful information can be provided, such as the player's name, level, status, etc. This information can be displayed on or near the player in the form of text, icons, or other forms, making it easier for players to understand other players' information.

[0099] In addition, you can also label the virtual people that appear and limit their priority.

[0100] 2) Automatic matching:

[0101] The method of determining the display object from the multiple virtual objects is similar to the above method based on the similarity index between the target attribute parameter and the object attribute parameters of the multiple virtual objects.

[0102] 2.1、In-game data matching:

[0103] For example, if you can determine the skill attributes of players, you can prioritize players with similar skills, players with higher relationship values, and so on.

[0104] Just like the group virtual person settings, virtual people in the same group who are close to each other can set the virtual person they see to be the same.

[0105] 2.2. Data matching outside the game:

[0106] Virtual people can be people in the real world who are within a predetermined distance, or people of the same type and preferences, such as people in the same department. A method for comprehensively matching in-game data with out-of-game data.

[0107] When matching, you can directly match by tag, or match based on the user's historical activity behavior. When matching, you can also set different weight values ​​for each item. Different weight values ​​can be set according to the scenario of the game or application.

[0108] Step 3: Modify the automatically matched displayed virtual human based on the interactive feedback.

[0109] It should be noted that the virtual person displayed in the feedback modification automatic matching can be matched based on the following relationships:

[0110] 1) Attribute-based matching:

[0111] Specifically, geolocation matching can be performed first. Based on the user's geolocation information, users with similar locations can be matched together. This is often used in the nearby people function in social applications. Subsequent attribute matching can then be performed, such as age and gender matching, skill level matching, etc.

[0112] 2) Interest-based matching:

[0113] Specifically, content analysis can be used to analyze user-posted content (such as text, images, videos, etc.), extract keywords or topics, and then match users with similar interests together. Questionnaires can also be used to ask users to fill out questionnaires to understand their interests, preferences, and needs, and then match them based on this information.

[0114] 3) Social graph matching:

[0115] Specifically, a social network analysis may be performed to analyze the user's social network (such as friends, followers, etc.) to find other users who have common connections with the user and display them.

[0116] 4) Personalized matching:

[0117] Specifically, it can be based on user profiles, such as building a user profile based on the user's personal information, behavioral data, and preferences, and then matching based on these profiles. Alternatively, it can be based on preference settings, allowing users to set their own preferences (such as age range, gender preference, interest tags, etc.), and then matching based on these settings. Matching can be selected based on the scenario.

[0118] It should be noted that when matching based on the above content, real-time dynamic matching can be performed based on users' real-time behavior and needs. For example, in a multiplayer online game, dynamic matching can be performed based on players' real-time skills and performance. The following algorithms can be used for processing, such as collaborative filtering algorithms, which analyze user behavioral data (such as purchase records, browsing history, ratings, etc.) to identify users with similar interests or behaviors. Another example is a machine learning algorithm, which uses machine learning models to predict the degree of compatibility between users. There are no specific limitations and customized settings can be made based on actual applications and scenarios.

[0119] Through the above settings, it is possible to intelligently filter display objects, increase the diversity and relevance of character display, ensure that the displayed virtual characters are closer to the user's personalized needs and current situation, enhance the interactivity and immersion of the virtual environment, and thus solve the technical problem of overly single virtual characters displayed in related technologies.

[0120] It should be noted that for the aforementioned method embodiments, for simplicity of description, they are all expressed as a series of action combinations. However, those skilled in the art should be aware that the present invention is not limited by the order of the actions described, because according to the present invention, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in this specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the present invention.

[0121] Through the description of the above embodiments, those skilled in the art can clearly understand that the method according to the above embodiment can be implemented by means of software plus the necessary general hardware platform, and of course it can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, can be embodied in the form of a software product, which is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk), and includes a number of instructions for enabling a terminal device (which can be a mobile phone, computer, server, or network device, etc.) to execute the methods of various embodiments of the present invention.

[0122] Example 2

[0123] According to an embodiment of the present invention, a device for implementing the above-mentioned virtual object display method is also provided. Figure 2 is a structural block diagram of a virtual object display device provided by an embodiment of the present invention, such as Figure 2 As shown, the device includes: a receiving module 202, an acquiring module 204, a first determining module 206, a second determining module 208 and a third determining module 210. The device will be described in detail below.

[0124] A receiving module 202 is used to receive an object loading request corresponding to a target object; an acquisition module 204 is connected to the above-mentioned receiving module 202, and is used to obtain a target object position and target attribute parameters corresponding to the target object in response to the object loading request; a first determination module 206 is connected to the above-mentioned acquisition module 204, and is used to determine N virtual objects within a predetermined range from the target object position, where N is a positive integer greater than 1; a second determination module 208 is connected to the above-mentioned first determination module 206, and is used to determine the similarity indexes corresponding to the target object and the N virtual objects respectively based on the target attribute parameters and the object attribute parameters of the N virtual objects; a third determination module 210 is connected to the above-mentioned second determination module 208, and is used to determine a display object from the N virtual objects based on N groups of similarity indices, so as to load and display the display object.

[0125] Optionally, the second determination module 208 is also used to determine the target scene in which the target object is located when the attribute parameter items include M types of parameter items, where M is a positive integer greater than 1; determine the weight values ​​corresponding to the M types of parameter items according to the target scene; and determine N groups of similarity indexes based on the weight values ​​corresponding to the M types of parameter items, the target attribute parameters and the object attribute parameters of the N virtual objects, where the target attribute parameters and the N groups of object attribute parameters respectively include parameter values ​​corresponding to the M types of parameter items.

[0126] Optionally, the second determination module 208 is further used to determine virtual matching items of the target object, wherein the virtual matching items include at least one of the following: current dressing style, current behavior pattern; determining target matching parameters corresponding to the virtual matching items from the target attribute parameters, and determining object matching parameters corresponding to the virtual matching items from N groups of object attribute parameters; and determining N groups of similarity indexes based on the target matching parameters and the N groups of object matching parameters.

[0127] Optionally, the second determination module 208 is also used to determine the target tag parameters corresponding to the target tag from the target attribute parameters when the object loading request carries a target tag, and to determine the object tag parameters corresponding to the target tag from N groups of object attribute parameters, wherein the target tag includes at least one of the following: a display tag and a shielding tag; and to determine N groups of similarity indexes based on the target tag parameters and the N groups of object tag parameters.

[0128] Optionally, the second determination module 208 is also used to determine the object collaborative relationship of the target object; when the target object has an object collaborative relationship, obtain the collaborative attribute parameters of the collaborative object; and determine N groups of similarity indexes based on the target attribute parameters, the collaborative attribute parameters, and the object attribute parameters of N virtual objects.

[0129] Optionally, the first determination module 206 is further configured to determine N real objects within a predetermined range from the target object; construct virtual images corresponding to the N real objects; and determine N virtual objects based on the virtual images corresponding to the N real objects.

[0130] Optionally, the receiving module 202 is also used to receive an object loading request corresponding to the target object, including any one of the following: receiving an object loading request triggered in response to a transition operation corresponding to the target object; receiving an object loading request triggered in response to a display switching operation corresponding to the target object.

[0131] It should be noted here that the above-mentioned receiving module 202, acquisition module 204, first determination module 206, second determination module 208 and third determination module 210 correspond to steps S102 to S110 in implementing the virtual object display method. The instances and application scenarios implemented by multiple modules and corresponding steps are the same, but are not limited to the contents disclosed in the above-mentioned embodiment 1.

[0132] Example 3

[0133] An embodiment of the present application may provide an electronic device, which may include: one or more processors, memories, storage controllers, and peripheral interfaces, wherein the memory stores an executable program, the peripheral interface is connected to a radio frequency module, an audio module, and a display, and the processor is used to run the program, wherein any one of the above methods is executed when the program is running.

[0134] Among them, the memory can be used to store software programs and modules, such as program instructions / modules corresponding to the methods and devices in the embodiments of the present application. The processor executes various functional applications and data processing by running the software programs and modules stored in the memory, that is, implementing the above-mentioned method. The memory may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory may further include a memory remotely arranged relative to the processor, and these remote memories may be connected to the terminal via a network. Examples of the above-mentioned network include but are not limited to the Internet, an intranet, a local area network, a mobile communication network and a combination thereof.

[0135] The processor can call the information and application stored in the memory through the transmission device to perform the following steps: receive an object loading request corresponding to the target object; obtain the target object position and target attribute parameters corresponding to the target object in response to the object loading request; determine N virtual objects within a predetermined range from the target object position, where N is a positive integer greater than 1; determine the similarity indexes corresponding to the target object and the N virtual objects respectively based on the target attribute parameters and the object attribute parameters of the N virtual objects; determine the display object from the N virtual objects based on the N groups of similarity indexes to load and display the display object.

[0136] The processor can call the information and application stored in the memory through the transmission device to perform the following steps: determine the similarity indexes corresponding to the target object and the N virtual objects respectively based on the target attribute parameters and the object attribute parameters of the N virtual objects, including: when the attribute parameter items include M types of parameter items, determine the target scene in which the target object is located, where M is a positive integer greater than 1; determine the weight values ​​corresponding to the M types of parameter items respectively based on the target scene; determine N groups of similarity indexes based on the weight values ​​corresponding to the M types of parameter items, the target attribute parameters and the object attribute parameters of the N virtual objects, where the target attribute parameters and the N groups of object attribute parameters respectively include parameter values ​​corresponding to the M types of parameter items.

[0137] The processor can call the information and application stored in the memory through the transmission device to perform the following steps: determine the similarity indexes corresponding to the target object and the N virtual objects respectively based on the target attribute parameters and the object attribute parameters of the N virtual objects, including: determining the virtual matching items of the target object, wherein the virtual matching items include at least one of the following: current dressing style, current behavior pattern; determining the target matching parameters corresponding to the virtual matching items from the target attribute parameters, and determining the object matching parameters corresponding to the virtual matching items from the N groups of object attribute parameters; determining N groups of similarity indexes based on the target matching parameters and the N groups of object matching parameters.

[0138] The processor can call the information and application stored in the memory through the transmission device to perform the following steps: determining the similarity indexes corresponding to the target object and the N virtual objects respectively based on the target attribute parameters and the object attribute parameters of the N virtual objects, including: when the object loading request carries a target tag, determining the target tag parameters corresponding to the target tag from the target attribute parameters, and determining the object tag parameters corresponding to the target tag from the N groups of object attribute parameters, wherein the target tag includes at least one of the following: a display tag and a shielding tag; determining N groups of similarity indexes based on the target tag parameters and the N groups of object tag parameters.

[0139] The processor can call the information and application stored in the memory through the transmission device to perform the following steps: determine the similarity indexes corresponding to the target object and the N virtual objects respectively based on the target attribute parameters and the object attribute parameters of the N virtual objects, including: determining the object collaborative relationship of the target object; when the target object has an object collaborative relationship, obtaining the collaborative attribute parameters of the collaborative object; determining N groups of similarity indexes based on the target attribute parameters, the collaborative attribute parameters, and the object attribute parameters of the N virtual objects.

[0140] The processor can call the information and application stored in the memory through the transmission device to perform the following steps: determining N virtual objects within a predetermined range from the target object position, including: determining N real objects within a predetermined range from the target object position; constructing virtual images corresponding to the N real objects respectively; and determining N virtual objects based on the virtual images corresponding to the N real objects respectively.

[0141] The processor can call the information and application stored in the memory through the transmission device to perform the following steps: receiving an object loading request corresponding to the target object, including any one of the following: receiving an object loading request triggered in response to a transition operation corresponding to the target object; receiving an object loading request triggered in response to a display switching operation corresponding to the target object.

[0142] Those skilled in the art will appreciate that the electronic device may also be a smartphone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, a mobile internet device (MID), a PAD, or other terminal device.

[0143] A person skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be completed by instructing the hardware related to the terminal device through a program, and the program can be stored in a computer-readable storage medium, which may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.

[0144] The embodiment of the present application further provides a storage medium. Optionally, in this embodiment, the storage medium can be used to store the program code executed by the virtual object display method provided in the first embodiment.

[0145] Optionally, in this embodiment, the storage medium may be located in any computer terminal in a computer terminal group in a computer network, or in any mobile terminal in a mobile terminal group.

[0146] Example 4

[0147] The present application also provides a computer program product, which, when executed on a data processing device, is suitable for executing the steps of a virtual object display method: receiving an object loading request corresponding to a target object; obtaining a target object position and target attribute parameters corresponding to the target object in response to the object loading request; determining N virtual objects within a predetermined range from the target object position, where N is a positive integer greater than 1; determining similarity indexes between the target object and the N virtual objects respectively based on the target attribute parameters and the object attribute parameters of the N virtual objects; and determining a display object from the N virtual objects based on the N groups of similarity indices to load and display the display object.

[0148] Example 5

[0149] According to another aspect of an embodiment of the present invention, a computer-readable storage medium is also provided. When the computer-readable storage medium includes a stored executable program, when the executable program is running, the device where the computer-readable storage medium is located is controlled to execute any of the above methods.

[0150] The serial numbers of the above embodiments of the present invention are for description only and do not represent the advantages or disadvantages of the embodiments.

[0151] In the above embodiments of the present invention, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0152] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. Among them, the device embodiments described above are only exemplary. For example, the division of the units can be 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 through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.

[0153] 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 units. Some or all of the units may be selected according to actual needs to achieve the purpose of the present embodiment.

[0154] In addition, the functional units in the various embodiments of the present invention may be integrated into a single processing unit, 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.

[0155] 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 invention, 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. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, server or network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes: U disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), mobile hard disk, magnetic disk or optical disk, etc. Various media that can store program codes.

[0156] The above is only a preferred embodiment of the present invention. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present invention. These improvements and modifications should also be regarded as within the scope of protection of the present invention.

Claims

1. A virtual object display method, characterized in that: include: receiving an object loading request corresponding to a target object; In response to the object loading request, obtaining a target object position and target attribute parameters corresponding to the target object; Determine N virtual objects within a predetermined range from the target object, where N is a positive integer greater than 1; Determining similarity indexes corresponding to the target object and the N virtual objects respectively based on the target attribute parameters and the object attribute parameters of the N virtual objects; According to the N groups of similarity indexes, a display object is determined from the N virtual objects, so as to load and display the display object.

2. The method according to claim 1, characterized in that Determining similarity indexes corresponding to the target object and the N virtual objects respectively based on the target attribute parameters and the object attribute parameters of the N virtual objects includes: In a case where the attribute parameter items include M types of parameter items, determining a target scene in which the target object is located, where M is a positive integer greater than 1; Determine the weight values ​​corresponding to the M types of parameter items according to the target scenario; The N groups of similarity indexes are determined based on the weight values ​​corresponding to the M types of parameter items, the target attribute parameters and the object attribute parameters of the N virtual objects, wherein the target attribute parameters and the N groups of object attribute parameters respectively include the parameter values ​​corresponding to the M types of parameter items.

3. The method according to claim 1, characterized in that Determining similarity indexes corresponding to the target object and the N virtual objects respectively based on the target attribute parameters and the object attribute parameters of the N virtual objects includes: Determining a virtual matching item of the target object, wherein the virtual matching item includes at least one of the following: current dress style, current behavior pattern; Determining target matching parameters corresponding to the virtual matching items from the target attribute parameters, and determining object matching parameters corresponding to the virtual matching items from the N groups of object attribute parameters; The N groups of similarity indices are determined based on the target matching parameters and the N groups of object matching parameters.

4. The method according to claim 1, wherein Determining similarity indexes corresponding to the target object and the N virtual objects respectively based on the target attribute parameters and the object attribute parameters of the N virtual objects includes: In a case where the object loading request carries a target tag, determining a target tag parameter corresponding to the target tag from the target attribute parameters, and determining object tag parameters corresponding to the target tag from N groups of object attribute parameters, wherein the target tag includes at least one of the following: a display tag and a shielding tag; Based on the target label parameters and the N groups of object label parameters, N groups of similarity indices are determined.

5. The method according to claim 1, wherein Determining similarity indexes corresponding to the target object and the N virtual objects respectively based on the target attribute parameters and the object attribute parameters of the N virtual objects includes: Determining an object collaboration relationship of the target object; In the case where an object collaboration relationship exists between the target objects, acquiring collaboration attribute parameters of the collaboration object; N groups of similarity indexes are determined based on the target attribute parameters, the collaborative attribute parameters, and the object attribute parameters of the N virtual objects.

6. The method according to claim 1, characterized in that Determining N virtual objects within a predetermined range from the target object includes: Determining N real objects within a predetermined range from the position of the target object; Constructing virtual images corresponding to the N real objects respectively; The N virtual objects are determined based on the virtual images corresponding to the N real objects respectively.

7. The method according to any one of claims 1 to 6, characterized in that Receive an object load request corresponding to the target object, including any of the following: receiving an object loading request triggered in response to a transition operation corresponding to the target object; An object loading request is received in response to a display switching operation corresponding to the target object.

8. A virtual object display device, characterized in that: include: A receiving module, configured to receive an object loading request corresponding to a target object; an acquisition module, configured to acquire a target object position and target attribute parameters corresponding to the target object in response to the object loading request; A first determining module is configured to determine N virtual objects within a predetermined range from the target object, where N is a positive integer greater than 1; A second determining module is configured to determine similarity indexes corresponding to the target object and the N virtual objects respectively based on the target attribute parameters and the object attribute parameters of the N virtual objects; The third determining module is configured to determine a display object from the N virtual objects according to the N groups of similarity indexes, so as to load and display the display object.

9. A computer-readable storage medium, characterized in that The computer-readable storage medium includes a stored executable program, wherein when the executable program is run, the device where the computer-readable storage medium is located is controlled to execute the method according to any one of claims 1 to 7.

10. An electronic device, characterized in that: include: a memory storing an executable program; A processor, configured to run the program, wherein the program executes the method according to any one of claims 1 to 7 when running.

11. A computer program product comprising computer instructions, characterized in that When the computer instructions are executed by a processor, the steps of the method according to any one of claims 1 to 7 are implemented.