Live broadcast interaction method and device, electronic equipment, computer readable storage medium and computer program product
By displaying the interaction results and playback effects of different anchors during live broadcasts, the problem of insufficient interactivity between anchors is solved and the user's interactive experience is improved.
Patent Information
- Application Number
- CN202410375661.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-03-28
- Publication Date
- 2025-09-30
AI Technical Summary
In online live broadcasts, different anchors do not affect each other after connecting to the microphone and entering the PK mode, which reduces the interactivity of the live broadcast scene.
By displaying the first interactive result of the interactive operation in the live broadcast area corresponding to the first anchor, and displaying the second interactive result different from the first interactive result in the live broadcast area corresponding to at least one second anchor, the virtual props gifting operation is used to increase or decrease the anchor's virtual resource progress, and special effects are played to enhance the interactive experience.
It enhances the interactivity of live broadcast scenes and improves users' live broadcast experience.
Smart Images

Figure CN120730084A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of Internet technology, and in particular to a live interactive method, device, electronic device, computer-readable storage medium, and computer program product. Background Art
[0002] With the development of internet technology, live streaming has become a popular platform for most internet users. With its intuitive, immediate, and interactive content and format, live video streaming has played a significant role in promoting flexible employment and enriching users' cultural lives. In this field, live streamers can broadcast exciting programs through live streaming apps, while viewers can also watch the live broadcasts through live streaming apps. Furthermore, different streamers can compete in PlayerKilling (PK), with the winner determined by the number of points received through gifts within a limited time.
[0003] However, in the solutions provided by related technologies, after different anchors enter the PK mode through the microphone connection, they start to close their microphones and play their own games. For example, when each anchor receives a gift from the audience, the effect is only displayed in their own live broadcast room without affecting each other, which reduces the interactivity of the live broadcast scene. Summary of the Invention
[0004] The embodiments of the present application provide a live broadcast interactive method, device, electronic device, computer-readable storage medium and computer program product, which can enhance the interactivity of the live broadcast scene and thereby improve the user's live broadcast experience.
[0005] The technical solution of the embodiment of the present application is implemented as follows:
[0006] This embodiment of the present application provides a live interactive method, applied to a first client, comprising:
[0007] Displaying at least two live broadcast areas corresponding to at least two anchors respectively on the first client;
[0008] In response to an interactive operation on a first anchor, displaying a first interactive result of the interactive operation in a first live broadcast area corresponding to the first anchor, and
[0009] In at least one second live broadcast area corresponding to at least one second anchor, a second interaction result of the interaction operation is displayed, wherein the first interaction result is different from the second interaction result.
[0010] The embodiment of the present application provides a live interactive device, applied to a first client, including:
[0011] A display module, configured to display at least two live broadcast areas corresponding to at least two anchors respectively on the first client;
[0012] The display module is further configured to display a first interactive result of the interactive operation in a first live broadcast area corresponding to the first anchor in response to the interactive operation on the first anchor, and
[0013] In at least one second live broadcast area corresponding to at least one second anchor, a second interaction result of the interaction operation is displayed, wherein the first interaction result is different from the second interaction result.
[0014] In the above scheme, the first live broadcast area includes a first progress control for representing the virtual resources owned by the first anchor, and the interactive operation includes a virtual prop donation operation; the live broadcast interactive device also includes an addition module for responding to the virtual prop donation operation for the first anchor, and increasing the progress of the first progress control in the first live broadcast area corresponding to the first anchor, wherein the progress increased by the first progress control is positively correlated with the value of the virtual prop.
[0015] In the above scheme, the display module is also used to display the positive special effects of the virtual props in the first live broadcast area corresponding to the first anchor, or display the positive special effects bound to the virtual props when responding to the virtual props gift operation to the first anchor.
[0016] In the above scheme, the display module is also used to display the negative special effects of the virtual props in at least one second live broadcast area corresponding to the at least one second anchor in response to at least one second anchor being selected, or to display the negative special effects bound to the virtual props, wherein the negative special effects are used to reduce the virtual resources owned by the at least one second anchor.
[0017] In the above scheme, the live interactive device also includes a playback module for playing the special effects of the interaction between the virtual props and the at least one second anchor in at least one second live broadcast area corresponding to the at least one second anchor in response to at least one second anchor being selected; the display module is also used for displaying a foreground animation related to the special effects in the at least one second live broadcast area in response to the completion of the special effects playback, wherein the prominence of the foreground animation is positively correlated with the number of times the at least one second anchor interacts with the virtual props.
[0018] In the above scheme, the playback module is also used to perform the following processing for each second anchor: perform image recognition on the second live broadcast area corresponding to the second anchor to obtain the position of the target part of the second anchor in the second live broadcast area; based on the position, play the special effects of the interaction between the virtual props and the target part of the second anchor in the second live broadcast area.
[0019] In the above scheme, the playback module is also used to perform the following processing for each second anchor: obtain the number of interactions between the second anchor and the virtual prop; query the mapping table based on the number of interactions to obtain special effects that match the number of interactions, wherein the mapping table includes a mapping relationship between different numbers of interactions and different special effects, and the prominence of the special effects increases with the increase in the number of interactions; play the special effects that match the number of interactions in the second live broadcast area corresponding to the second anchor.
[0020] In the above scheme, the at least two anchors are in interactive mode, and each of the live broadcast areas includes a progress control for representing the virtual resources owned by the corresponding anchor; the adding module is also used to respond to a positive interactive operation for the first anchor, and increase the progress of the first progress control for representing the virtual resources owned by the first anchor in the first live broadcast area corresponding to the first anchor, wherein the positive interactive operation includes at least one of the following: following the first anchor, giving the first anchor positive virtual props, and sharing the live broadcast room of the first anchor.
[0021] In the above scheme, the live broadcast interactive device also includes a reduction module, which is used to perform the following processing for each second anchor in response to at least one second anchor being selected: in the second live broadcast area corresponding to the second anchor, reduce the progress of the second progress control used to represent the virtual resources owned by the second anchor, wherein the progress of the second progress control is reduced and the progress of the first progress control is the same as or different from the progress of the increase.
[0022] In the above scheme, the at least two anchors are in interactive mode, and each of the live broadcast areas includes a progress control for representing the virtual resources owned by the corresponding anchor; the reduction module is also used to respond to a negative interactive operation against the first anchor, and in the first live broadcast area corresponding to the first anchor, reduce the progress of the first progress control for representing the virtual resources owned by the first anchor, wherein the negative interactive operation includes at least one of the following: unfollowing the first anchor, giving the first anchor negative virtual props, and closing the live broadcast room of the first anchor.
[0023] In the above scheme, the adding module is also used to perform the following processing for each second anchor in response to at least one second anchor being selected: in the second live broadcast area corresponding to the second anchor, increase the progress of the second progress control used to represent the virtual resources owned by the second anchor, wherein the progress increased by the second progress control is the same as or different from the progress decreased by the first progress control.
[0024] In the above solution, the first anchor includes a first virtual anchor; the display module is further used to respond to an interactive operation on the first virtual anchor and display a first action performed by the first virtual anchor based on the interactive operation in a first live broadcast area corresponding to the first virtual anchor.
[0025] In the above scheme, the live interactive device also includes a parsing module and a control module, wherein the parsing module is used to parse the interactive operation and obtain the action instruction corresponding to the interactive operation; the control module is used to control the first virtual anchor to perform the first action corresponding to the action instruction, wherein the types of the interactive operation include: voice interactive operation, selection operation for candidate action identifier.
[0026] In the above solution, the at least one second anchor includes at least one second virtual anchor; the display module is further used to perform the following processing for each second virtual anchor in response to at least one second virtual anchor being selected: displaying a second action performed by the second virtual anchor based on the interactive operation in a second live broadcast area corresponding to the second virtual anchor, wherein the second action is associated with the first action.
[0027] In the above solution, the display module is further configured to display a second action performed by the second virtual anchor in response to the first action performed by the first virtual anchor, wherein the second virtual anchor performs the second action later than the first virtual anchor performs the first action.
[0028] In the above scheme, the display module is also used to display a third interaction result corresponding to the live interaction information in the corresponding live broadcast area of the first client in response to receiving the live interaction information sent by the second client, wherein the live interaction information is sent by the audience associated with the second client in response to any interactive operation triggered by the anchor.
[0029] In the above scheme, the at least two anchors include a first anchor and at least one second anchor who interacts with the first anchor; the display module is also used to display a live broadcast interface in the first client, wherein the live broadcast interface includes entrances corresponding to multiple candidate live broadcast rooms; and is used to display the live broadcast room of the first anchor in response to a trigger operation on the entrance to the live broadcast room of the first anchor, wherein the live broadcast room includes at least two live broadcast areas corresponding to the first anchor and at least one second anchor who interacts with the first anchor.
[0030] An embodiment of the present application provides an electronic device, including:
[0031] a memory for storing executable instructions;
[0032] The processor is used to implement the live interactive method provided in the embodiment of the present application when executing the executable instructions stored in the memory.
[0033] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions for implementing the live interactive method provided in the embodiment of the present application when executed by a processor.
[0034] An embodiment of the present application provides a computer program product, including a computer program or computer executable instructions, which is used to implement the live broadcast interaction method provided in the embodiment of the present application when executed by a processor.
[0035] The embodiments of the present application have the following beneficial effects:
[0036] By improving the interactive method in the live broadcast scene, when a user's interactive operation directed to the first anchor is received, not only the first interactive result of the interactive operation will be displayed in the first live broadcast area corresponding to the first anchor, but also the second interactive result of the interactive operation will be displayed in at least one second live broadcast area corresponding to at least one second anchor. In other words, the interactive operation directed to the first anchor can affect other anchors, thereby enhancing the interactivity of the live broadcast scene and improving the user's live broadcast experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0037] Figure 1 1 is a schematic diagram of the architecture of the live interactive system 100 provided in an embodiment of the present application;
[0038] Figure 2 is a structural diagram of an electronic device 500 provided in an embodiment of the present application;
[0039] Figure 3 This is a flowchart of the live interactive method provided by the embodiment of the present application;
[0040] Figure 4 This is a schematic diagram of an application scenario of the live interactive method provided in an embodiment of the present application;
[0041] Figure 5 This is a flowchart of the live interactive method provided by the embodiment of the present application;
[0042] Figure 6 This is a schematic diagram of an application scenario of the live interactive method provided in an embodiment of the present application;
[0043] Figure 7 This is a flowchart of the live interactive method provided by the embodiment of the present application;
[0044] Figure 8 It is a flow chart of the live interactive method provided in an embodiment of the present application. DETAILED DESCRIPTION
[0045] In order to make the purpose, technical solutions and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limiting this application. All other embodiments obtained by ordinary technicians in this field without making creative work are within the scope of protection of this application.
[0046] In the following description, reference is made to “some embodiments”, which describes a subset of all possible embodiments, but it will be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.
[0047] It is understandable that in the embodiments of the present application, when user information and other related data are involved, when the embodiments of the present application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards of relevant countries and regions.
[0048] In the following description, the terms "first\second\..." are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It is understandable that "first\second\..." can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.
[0049] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by those skilled in the art to which this application pertains. The terms used herein are for the purpose of describing the embodiments of this application only and are not intended to limit this application.
[0050] Before further explaining the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.
[0051] 1) In response to: used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed can be in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations executed are executed.
[0052] 2) Live streaming: This refers to the transmission of real-time audio, video, or other content to viewers via the internet. During a live broadcast, viewers can watch and interact with the broadcaster in real time through an online platform (e.g., a live streaming platform), communicating instantly with the broadcaster. Live broadcasts can include various formats, such as game broadcasts, food broadcasts, music performances, and talk shows.
[0053] 3) Positive special effects: refers to special effects that can enhance the expressiveness, appeal and visual effects of live broadcast content, such as flower effects, rainbow effects, etc., which can be used to beautify live broadcast content, create an atmosphere and increase fun.
[0054] 4) Negative special effects: refers to special effects that can create negative emotions or scenes. These special effects are intended to make the audience feel nervous or uneasy. For example, negative special effects can be rotten egg effects or snowball attack effects.
[0055] 5) Virtual anchors: refers to digital characters with certain animation and interactive capabilities created through virtual reality technology, computer graphics, etc. They usually serve as hosts, performers, commentators, etc. in online live broadcast platforms, games, and animated digital media, providing entertainment, information and educational content to the audience.
[0056] The embodiments of the present application provide a live interactive method, device, electronic device, computer-readable storage medium, and computer program product, which can enhance the interactivity of the live broadcast scene and thus improve the user's live broadcast experience. The electronic device provided by the embodiment of the present application is described below. The electronic device provided by the embodiment of the present application can be implemented as a terminal device, or can be implemented in collaboration with a server and a terminal device. The following description takes the live interactive method provided by the embodiment of the present application as an example, in which a server and a terminal device collaborate to implement the method.
[0057] For example, see Figure 1 , Figure 1 This is a schematic diagram of the architecture of the live interactive system 100 provided in an embodiment of the present application, which is used to support applications that enhance the interactivity of live scenes, such as Figure 1 As shown, the live interactive system 100 includes: a server 200, a network 300 and a terminal device 400, wherein the server 200 can be a background server of the network live broadcast platform, the network 300 can be a local area network or a wide area network, or a combination of the two, and the terminal device 400 is a terminal device associated with a user (such as viewer A). A client 410 runs on the terminal device 400, and the client 410 can be various types of clients, such as a live broadcast client, an instant messaging client, and a browser.
[0058] In some embodiments, at least two live broadcast areas corresponding to at least two hosts may be displayed in the human-computer interaction interface of the client 410. For example, taking the at least two hosts as hosts A and B participating in a PK, the live broadcast area corresponding to host A may be displayed on the left side of the screen, and the live broadcast area corresponding to host B may be displayed on the right side of the screen. Subsequently, when an interactive operation by viewer A directed at host A is received, in addition to displaying a first interactive result of the interactive operation in the live broadcast area corresponding to host A, a second interactive result of the interactive operation may also be displayed in the live broadcast area corresponding to host B. The first interactive result may be different from the second interactive result. For example, the first interactive result may be an increase in host A's points, while the second interactive result may be a special effect showing host B being attacked by a virtual prop. In this way, viewer A's interactive operation directed at host A may affect host B who is PKing with host A, thereby enhancing the interactivity of the live broadcast scene and thereby improving the live broadcast experience.
[0059] In other embodiments, the embodiments of the present application can also be implemented with the help of cloud technology. Cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and network within a wide area network or local area network to realize data calculation, storage, processing, and sharing.
[0060] Cloud technology is a general term for network, information, integration, management platform, and application technologies used in the cloud computing business model. It can form a resource pool that can be used flexibly and conveniently on demand. Cloud computing technology will become a key support. The backend services of technical network systems require a large amount of computing and storage resources.
[0061] For example, Figure 1 The server 200 in the example can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content distribution networks (CDNs), and big data and artificial intelligence platforms. The terminal device 400 can be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a car terminal, etc., but is not limited to this. The terminal device 400 and the server 200 can be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.
[0062] In some embodiments, the terminal device can also implement the live interactive method provided in the embodiment of the present application by running various computer executable instructions or computer programs. For example, computer executable instructions can be microprogram-level commands, machine instructions or software instructions. The computer program can be a native program or software module in the operating system; it can be a native application (APPlication, APP), that is, a program that needs to be installed in the operating system to run, such as a live broadcast APP; it can also be a small program that can be embedded in any APP, that is, a program that can be run only by downloading it to a browser environment. In short, the above-mentioned computer executable instructions can be instructions in any form, and the above-mentioned computer program can be an application, module or plug-in in any form.
[0063] The following continues to describe the structure of the electronic device provided by the embodiment of the present application. Take the electronic device as an example, see Figure 2 , Figure 2 is a structural diagram of an electronic device 500 provided in an embodiment of the present application, Figure 2 The electronic device 500 shown includes: at least one processor 510, a memory 550, at least one network interface 520 and a user interface 530. The various components in the electronic device 500 are coupled together via a bus system 540. It is understood that the bus system 540 is used to achieve connection and communication between these components. In addition to including a data bus, the bus system 540 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, the bus system 540 is not shown in FIG. Figure 2 Various buses are labeled as bus system 540 .
[0064] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.
[0065] The user interface 530 includes one or more output devices 531 that enable presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
[0066] The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard drives, optical drives, etc. The memory 550 may optionally include one or more storage devices that are physically remote from the processor 510.
[0067] The memory 550 includes volatile memory or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 550 described in the embodiments of the present application is intended to include any suitable type of memory.
[0068] In some embodiments, the memory 550 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplified below.
[0069] Operating system 551, including system programs for processing various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic services and processing hardware-based tasks;
[0070] A network communication module 552 for reaching other computing devices via one or more (wired or wireless) network interfaces 520 , exemplary network interfaces 520 including Bluetooth, WiFi, and USB;
[0071] a presentation module 553 for enabling presentation of information via one or more output devices 531 (e.g., a display screen, a speaker, etc.) associated with the user interface 530 (e.g., a user interface for operating peripheral devices and displaying content and information);
[0072] The input processing module 554 is configured to detect one or more user inputs or interactions from one of the one or more input devices 532 and to translate the detected inputs or interactions.
[0073] In some embodiments, the apparatus provided in the embodiments of the present application may be implemented in software. Figure 2The live interactive device 555 stored in the memory 550 is shown. It can be software in the form of a program or plug-in, and includes the following software modules: a display module 5551, an increase module 5552, a play module 5553, a decrease module 5554, a parsing module 5555, and a control module 5556. These modules are logical and can be arbitrarily combined or further split according to the functions implemented. It should be noted that in Figure 2 For the sake of convenience, all the above modules are shown at once, but it should not be considered that the live interactive device 555 excludes the implementation of only including the display module 5551. The functions of each module will be explained below.
[0074] The live interactive method provided in the embodiment of the present application will be described in detail below in combination with the exemplary application and implementation of the terminal device provided in the embodiment of the present application.
[0075] For example, see Figure 3 , Figure 3 This is a flow chart of the live interactive method provided by the embodiment of the present application, which will be combined with Figure 3 The steps shown are explained.
[0076] It should be noted that Figure 3 The illustrated method can be executed by various computer programs running on a terminal device (e.g., the first terminal device associated with viewer A), and is not limited to a client. For example, it can also be an operating system, software module, script, or applet as described above. Therefore, the following example using a client should not be considered a limitation on the embodiments of this application. In addition, for ease of presentation, the following description does not specifically distinguish between a terminal device and a client running on the terminal device.
[0077] In step 101, at least two live broadcast areas corresponding to at least two anchors are displayed in a first client.
[0078] Here, the first client may refer to a client associated with any viewer (eg, viewer A) who watches the live broadcast. For example, a live broadcast client may be running on a terminal device associated with viewer A, so that viewer A can watch the live broadcast provided by the online live broadcast platform.
[0079] In some embodiments, the above-mentioned at least two anchors may include a first anchor (for example, anchor A) and at least one second anchor (for example, anchor B) interacting with the first anchor, and step 101 may be implemented in the following manner: displaying a live broadcast interface in the first client, wherein the live broadcast interface may include entrances corresponding to multiple candidate live broadcast rooms (for example, live broadcast covers); in response to a trigger operation on the entrance to the first anchor's live broadcast room, displaying the first anchor's live broadcast room, wherein the first anchor's live broadcast room may include live broadcast areas corresponding to the first anchor (for example, anchor A) and at least one second anchor interacting with the first anchor (for example, anchor B who PKs with anchor A), for example, the live broadcast area corresponding to anchor A may be displayed on the left side of the screen, and the live broadcast area corresponding to anchor B may be displayed on the right side of the screen.
[0080] For example, let's take the first anchor as anchor A and the at least one second anchor as anchor B. Assuming anchor A initiates a PK during the live broadcast, and anchor B accepts the PK initiated by anchor A, anchor A and anchor B can be controlled to enter PK mode. At this time, when the audience clicks on the entrance to anchor A's live broadcast room to enter anchor A's live broadcast room, they can see the live broadcast area corresponding to anchor A and the live broadcast area corresponding to anchor B in anchor A's live broadcast room. For example, the live broadcast area corresponding to anchor A can be displayed on the left side of anchor A's live broadcast room, and the live broadcast area corresponding to anchor B can be displayed on the right side of anchor A's live broadcast room. In other words, after entering anchor A's live broadcast room, the audience can see that anchor A is currently PKing with anchor B. For example, anchor A and anchor B can PK by connecting microphones.
[0081] It should be noted that, in addition to PK between two hosts, PK can also be performed between three or more hosts, and this embodiment of the present application does not specifically limit this.
[0082] In step 102, in response to an interactive operation on the first anchor, a first interactive result of the interactive operation is displayed in a first live broadcast area corresponding to the first anchor.
[0083] In some embodiments, the first live broadcast area corresponding to the first anchor may include a first progress control (such as a progress bar or progress ring, etc.) for representing the virtual resources (such as points, virtual gifts, etc.) owned by the first anchor (such as anchor A), and the interactive operation may include a virtual prop donation operation. Step 102 can be implemented in the following manner: in response to the virtual prop donation operation for the first anchor, the progress of the first progress control is increased in the first live broadcast area corresponding to the first anchor, wherein the progress increased by the first progress control is positively correlated with the value of the virtual prop, that is, the higher the value of the virtual prop, the more progress the first progress control increases.
[0084] For example, taking the first anchor as anchor A, when a virtual prop (such as a virtual gift) donation operation triggered by a user (such as viewer A) to anchor A is received, the length of the progress bar used to represent the points currently owned by anchor A can be increased in the live broadcast area corresponding to anchor A, wherein the increased length of the progress bar can be positively correlated with the value of the virtual gift donated by viewer A. That is, the higher the value of the virtual gift donated by viewer A to anchor A, the longer the length of the progress bar used to represent the points currently owned by anchor A will be.
[0085] It should be noted that the winner can be determined within a limited time (e.g. 5 minutes) based on the number of points the anchor has. For example, assuming that when the PK time ends, anchor A has 100 points and anchor B has 80 points, then anchor A can be considered the winner in the PK process with anchor B.
[0086] In other embodiments, continuing with the above example, in response to the virtual prop donation operation to the first anchor, the following processing can also be performed: displaying the positive special effects of the virtual props (such as flower special effects or rainbow special effects, etc.) in the first live broadcast area corresponding to the first anchor, or displaying the positive special effects bound to the virtual props.
[0087] For example, taking the first anchor as anchor A, when a user (e.g., viewer A) triggers a gift operation of a virtual prop (e.g., a virtual gift) for anchor A, the positive special effects of the virtual prop can be displayed in the live broadcast area corresponding to anchor A, or the positive special effects bound to the virtual prop can be displayed. For example, a virtual gift gifting entrance can be displayed in the live broadcast area corresponding to anchor A. When viewer A clicks on the virtual gift gifting entrance, a virtual gift list can be displayed, wherein the virtual gift list can include multiple candidate virtual gifts. When viewer A clicks on a target virtual gift from multiple candidate virtual gifts, the target virtual gift (e.g., a virtual rocket) can be used as a virtual gift given by viewer A to anchor A. At this time, the special effects of the virtual rocket taking off can be displayed in the live broadcast area corresponding to anchor A, or the special effects bound to the virtual rocket can be displayed, such as some fireworks special effects or cloud special effects, etc., to increase the attractiveness of the live broadcast area corresponding to anchor A.
[0088] In other embodiments, the at least two anchors mentioned above may be in an interactive mode (e.g., a PK mode), and each live broadcast area may include a progress control (e.g., a progress bar or a progress ring, etc.) for representing the virtual resources owned by the corresponding anchor. At the same time, the above-mentioned interactive operation may be a positive interactive operation. Then, the above-mentioned step 102 may also be implemented in the following manner: in response to a positive interactive operation directed to the first anchor, in the first live broadcast area corresponding to the first anchor, the progress of the first progress control for representing the virtual resources owned by the first anchor is increased, wherein the positive interactive operation may include at least one of the following: following the first anchor, giving the first anchor positive virtual props, and sharing the first anchor's live broadcast room.
[0089] For example, taking the first anchor as anchor A and at least one second anchor as anchor B who is PKing with anchor A as an example, a first progress bar representing the points currently owned by anchor A can be displayed in the live broadcast area corresponding to anchor A, and a second progress bar representing the points currently owned by anchor B can be displayed in the live broadcast area corresponding to anchor B. When a positive interactive operation triggered by a user (such as viewer A) for anchor A is received, such as receiving a follow operation from viewer A for anchor A, or detecting that viewer A gives positive virtual props to anchor A, or detecting that viewer A shares anchor A's live broadcast room on a social platform, the length of the first progress bar representing the points currently owned by anchor A can be increased in the live broadcast area corresponding to anchor A. That is to say, when viewer A actively interacts with anchor A, anchor A can be given extra points, thereby helping anchor A win in the PK process.
[0090] In some embodiments, the at least two hosts mentioned above may be in an interactive mode (e.g., a PK mode), and each live broadcast area may include a progress control (e.g., a progress bar, wherein the length of the progress bar may be positively correlated with the number of points owned by the host) for representing the virtual resources (e.g., points) owned by the corresponding host. At the same time, the above-mentioned interactive operation may be a negative interactive operation. Then, the above-mentioned step 102 may also be implemented in the following manner: in response to a negative interactive operation directed to the first host, in the first live broadcast area corresponding to the first host, the progress of the first progress control for representing the virtual resources owned by the first host is reduced. The negative interactive operation may include at least one of the following: unfollowing the first host, giving the first host negative virtual props (e.g., rotten egg props), and closing the first host's live broadcast room.
[0091] For example, taking the first anchor as anchor A and at least one second anchor as anchor B who competes with anchor A, a first progress bar representing the points currently owned by anchor A can be displayed in the live broadcast area corresponding to anchor A, and a second progress bar representing the points currently owned by anchor B can be displayed in the live broadcast area corresponding to anchor B. When a negative interactive operation of the user (for example, viewer A) is received against anchor A, for example, it is detected that viewer A unfollows anchor A, or viewer A gives a negative virtual gift to anchor A, or it is detected that viewer A exits anchor A's live broadcast room, the length of the progress bar representing the points owned by anchor A can be reduced in the live broadcast area corresponding to anchor A.
[0092] In some embodiments, when the first anchor is a first virtual anchor, the above-mentioned step 102 can also be implemented in the following manner: in response to an interactive operation directed to the first virtual anchor, a first action performed by the first virtual anchor based on the interactive operation is displayed in a first live broadcast area corresponding to the first virtual anchor.
[0093] For example, the above-mentioned display of the first action performed by the first virtual anchor based on the interactive operation can be achieved in the following manner: parsing the interactive operation, obtaining the action instruction corresponding to the interactive operation, and controlling the first virtual anchor to perform the first action corresponding to the action instruction, wherein the type of interactive operation may include: voice interactive operation, selection operation for candidate action identifier.
[0094] For example, taking the first anchor as virtual anchor A, a plurality of candidate action identifiers may be displayed in the live broadcast area corresponding to virtual anchor A, for example, including action identifiers corresponding to actions 1 to 5 respectively. When a click operation is received from a user (for example, viewer A) on action identifier 3 among the plurality of candidate action identifiers, virtual anchor A may be controlled to perform the action corresponding to action identifier 3 (i.e., the first action, for example, a punching action). In other words, when a click operation is received from viewer A on action identifier 3, virtual anchor A may be controlled to perform a punching action. Of course, the above-mentioned interactive operation may also be a voice interactive operation. For example, a voice input button may be displayed in the live broadcast area corresponding to virtual anchor A. When a click operation is received from viewer A on the voice input button, the voice emitted by viewer A may be obtained, and then the obtained voice may be parsed to obtain the corresponding action instruction. Finally, virtual anchor A may be controlled to perform the action corresponding to the action instruction.
[0095] In step 103, a second interaction result of the interactive operation is displayed in at least one second live broadcast area corresponding to at least one second anchor.
[0096] Here, the first interaction result may be different from the second interaction result. For example, the first interaction result and the second interaction result may be two interaction results with opposite attributes. For example, the first interaction result may be a positive interaction result, and the second interaction result may be a negative interaction result. Of course, the attributes of the first interaction result and the second interaction result may also be the same, but the degree of the two is different. The embodiment of the present application does not make specific limitations on this.
[0097] In some embodiments, when the interactive operation is a virtual prop donation operation, step 103 can be implemented in the following manner: in response to at least one second anchor being selected, the negative special effects of the virtual props are displayed in at least one second live broadcast area corresponding to the at least one second anchor, or the negative special effects bound to the virtual props are displayed, wherein the negative special effects can be used to reduce the virtual resources owned by the at least one second anchor, for example, the progress of at least one second progress control used to represent the virtual resources owned by the at least one second anchor can be reduced.
[0098] For example, taking the first anchor as anchor A and at least one second anchor as anchor B, when viewer A gives a virtual prop (such as a virtual gift) to anchor A, he can also choose anchor B as the target of attack. That is, when viewer A gives a virtual gift to anchor A, in addition to adding points to anchor A, he can also display the negative special effect of the virtual gift given by viewer A in the live broadcast area corresponding to anchor B, or display the negative special effect bound to the virtual gift given by viewer A. After the negative special effect is displayed, the length of the progress bar used to represent the current points owned by anchor B can also be reduced. In other words, the virtual props provided in the embodiments of the present application can have dual functions. When viewer A gives a virtual prop to anchor A, it can also affect other anchors, thereby enhancing the interactivity of the live broadcast scene and improving the user's live broadcast experience.
[0099] For example, take the first anchor as anchor A and at least one second anchor as anchor B. Figure 4 , Figure 4 This is a schematic diagram of an application scenario of the live interactive method provided in the embodiment of the present application. Figure 4As shown, when anchor A and anchor B are in PK mode, the live broadcast area 401 corresponding to anchor A can be displayed on the left side of the screen, and the live broadcast area 402 corresponding to anchor B can be displayed on the right side of the screen. In addition, a progress bar 403 can also be displayed on the screen, wherein the progress bar 403 can include two parts, the left part can be used to represent the points currently owned by anchor A, and the right part can be used to represent the points currently owned by anchor B. Subsequently, when a user (such as viewer A) sends a virtual gift to anchor A, a positive special effect (such as a petal special effect 404) bound to the virtual gift given by viewer A can be displayed in the live broadcast area 401 corresponding to anchor A, and a negative special effect bound to the virtual gift given by viewer A, such as a special effect 405 of anchor B being attacked by a virtual snowball, can be displayed in the live broadcast area 402 corresponding to anchor B. Furthermore, when it is detected that viewer A has given a virtual gift to anchor A, anchor A's points can be increased and anchor B's points can be decreased. In other words, the proportion of the left portion of progress bar 403 will increase, while the proportion of the right portion will decrease. In this way, the virtual gift giving operation for anchor A can affect anchor B, thereby enhancing the interactivity of the live broadcast scene.
[0100] In other embodiments, when the above-mentioned interactive operation is a virtual item gifting operation, see Figure 5 , Figure 5 This is a flow chart of the live interactive method provided by the embodiment of the present application. Figure 5 As shown, Figure 3 Step 103 shown can be performed by Figure 5 Steps 1031 and 1032 shown are implemented by combining Figure 5 The steps shown are explained.
[0101] In step 1031, in response to at least one second anchor being selected, special effects of the interaction between the virtual props and the at least one second anchor are played in at least one second live broadcast area corresponding to the at least one second anchor.
[0102] In some embodiments, step 1031 can be implemented in the following manner: the following processing is performed for each second anchor: image recognition is performed on the second live broadcast area corresponding to the second anchor to obtain the position of the target part (such as the face) of the second anchor in the second live broadcast area; based on the position, special effects of the virtual props interacting with the target part of the second anchor are played in the second live broadcast area, such as the special effects of the second anchor's face being attacked by the virtual props.
[0103] For example, taking anchor B as the second anchor, a facial recognition model can be used to perform image recognition on the live broadcast area corresponding to anchor B to obtain the location of anchor B's face in the live broadcast area. Based on the obtained location, a special effect of anchor B's face being attacked by a virtual prop can be displayed in the live broadcast area corresponding to anchor B. For example, a special effect of anchor B's face being attacked by a virtual snowball can be displayed. Of course, facial recognition technology can also be omitted, and only a special effect of anchor B interacting with a virtual prop can be displayed in the live broadcast area corresponding to anchor B. For example, a special effect of a missile flying can be displayed in the live broadcast area corresponding to anchor B. This embodiment of the present application does not specifically limit this.
[0104] It should be noted that the special effects of the interaction between the virtual props and at least one second anchor can include, in addition to the special effects of at least one second anchor being attacked by the virtual props, the special effects of the virtual props staying at the target part of at least one second anchor can also be played. The embodiments of the present application do not make specific limitations on this.
[0105] In other embodiments, the above-mentioned step 1031 can also be implemented in the following manner: the following processing is performed for each second anchor: the number of interactions between the second anchor and the virtual props is obtained, such as the number of attacks of the second anchor by the virtual props; based on the number of interactions, a mapping table is queried to obtain special effects that match the number of interactions, wherein the mapping table may include a mapping relationship between different numbers of interactions and different special effects, and the prominence of the special effects increases with the increase in the number of interactions; and special effects that match the number of interactions are played in the second live broadcast area corresponding to the second anchor.
[0106] It should be noted that a mapping table including mapping relationships between different interaction times and different special effects may be pre-stored in the backend server of the live broadcast platform. After obtaining the number of interactions between the second anchor and the virtual prop, the first client may send the number of interactions to the backend server, so that the backend server can query the mapping table based on the number of interactions to obtain the special effects that match the number of interactions. The backend server can then return the special effects that match the number of interactions obtained by the query to the first client, so that the first client can display them in the live broadcast area corresponding to the second anchor. Of course, the backend server can also pre-send the mapping table to the client, and the client can query it locally after obtaining the number of interactions between the second anchor and the virtual prop. This embodiment of the present application does not specifically limit this.
[0107] For example, taking the second anchor as anchor B and the virtual props as attack props (such as a virtual snowball) as an example, the number of times anchor B is attacked by the virtual snowball can be obtained, and then the mapping table can be queried based on the obtained number of attacks to obtain special effects that match the number of attacks. Finally, the special effects that match the number of attacks can be played in the live broadcast area corresponding to anchor B. For example, if anchor B is attacked by the virtual snowball 5 times, special effect 1 can be played; if anchor B is attacked by the virtual snowball 10 times, special effect 2 can be played, where the significance of special effect 2 is greater than the significance of special effect 1. In this way, when anchor B is attacked by the virtual snowball for different times, different special effects are played in the live broadcast area corresponding to anchor B, further enhancing the user's live broadcast experience.
[0108] In step 1032, in response to the completion of the special effect playback, a foreground animation related to the special effect is displayed in at least one second live broadcast area.
[0109] Here, the prominence of the foreground animation may be positively correlated with the number of times the at least one second anchor interacts with the virtual prop. For example, assuming the virtual prop is a virtual snowball and the at least one second anchor is anchor B, the more times anchor B is attacked by the virtual snowball, the taller the virtual snow pile (i.e., the foreground animation) displayed in anchor B's corresponding live broadcast area.
[0110] In other embodiments, when a positive interactive operation triggered by a user (e.g., viewer A) for the first anchor is received, the above-mentioned step 103 can also be implemented in the following manner: in response to at least one second anchor being selected, the following processing is performed for each second anchor: in the second live broadcast area corresponding to the second anchor, the progress of the second progress control used to represent the virtual resources owned by the second anchor is reduced, wherein the progress of the second progress control is the same as or different from the progress of the first progress control.
[0111] For example, taking the first anchor as anchor A and at least one second anchor as anchor B as an example, a first progress bar representing the points currently owned by anchor A can be displayed in the live broadcast area corresponding to anchor A (for example, the left side of the screen), and a second progress bar representing the points currently owned by anchor B can be displayed in the live broadcast area corresponding to anchor B (for example, the right side of the screen). When a positive interactive operation triggered by a user (for example, viewer A) for anchor A is received, in addition to increasing the length of the first progress bar in the live broadcast area corresponding to anchor A, the length of the second progress bar can also be reduced in the live broadcast area corresponding to anchor B. In other words, the positive interactive operation of viewer A for anchor A has a dual function. While adding points to anchor A, it can also subtract points from anchor B. In this way, the interactivity in the live broadcast scene is enhanced.
[0112] In some embodiments, when a negative interactive operation triggered by a user (e.g., viewer A) for the first anchor is received, the above-mentioned step 103 can also be implemented in the following manner: in response to at least one second anchor being selected, the following processing is performed for each second anchor: in the second live broadcast area corresponding to the second anchor, the progress of the second progress control used to represent the virtual resources owned by the second anchor is increased, wherein the progress increased by the second progress control is the same as or different from the progress decreased by the first progress control.
[0113] For example, taking the first anchor as anchor A and at least one second anchor as anchor B, assuming that anchor A and anchor B are in PK mode, a first progress bar representing the points currently owned by anchor A can be displayed in the live broadcast area corresponding to anchor A, and a second progress bar representing the points currently owned by anchor B can be displayed in the live broadcast area corresponding to anchor B. When a negative interactive operation triggered by a user (for example, viewer A) for anchor A is received, in addition to reducing the length of the first progress bar in the live broadcast area corresponding to anchor A, the length of the second progress bar can also be increased in the live broadcast area corresponding to anchor B. In other words, the negative interactive operation of viewer A on anchor A can have dual functions. In addition to deducting points from anchor A, it can also add points to anchor B. In this way, the interactivity of the live broadcast scene is enhanced.
[0114] In other embodiments, when the at least one second anchor is at least one second virtual anchor, the above-mentioned step 103 can also be implemented in the following manner: in response to at least one second virtual anchor being selected, the following processing is performed for each second virtual anchor: in the second live broadcast area corresponding to the second virtual anchor, a second action performed by the second virtual anchor based on the interactive operation is displayed, wherein the second action is associated with the first action.
[0115] For example, the above-mentioned display of the second action performed by the second virtual anchor based on the interactive operation can be achieved in the following manner: displaying the second action performed by the second virtual anchor in response to the first action performed by the first virtual anchor, wherein the time when the second virtual anchor performs the second action is later than the time when the first virtual anchor performs the first action.
[0116] For example, taking the first virtual anchor as virtual anchor A (e.g., digital human 1) and the second virtual anchor as virtual anchor B (e.g., digital human 2) as an example, when an interactive operation triggered by a user (e.g., viewer A) on virtual anchor A is received, virtual anchor A can be controlled to perform a first action based on the interactive operation triggered by viewer A. For example, virtual anchor A can be controlled to perform a punching action, and then virtual anchor B can be controlled to perform a second action in response to the first action. For example, when the first action is a punching action, the second action performed by virtual anchor B can be a falling action. In other words, the interactive operation of viewer A on the first virtual anchor can affect the second virtual anchor, thereby enhancing the interactivity of the live broadcast scene.
[0117] In other embodiments, the following processing can also be performed: in response to receiving live interaction information sent by a second client (for example, a client associated with viewer B), a third interaction result corresponding to the live interaction information is displayed in the corresponding live broadcast area of the first client, wherein the live interaction information is sent by the viewer associated with the second client in response to an interactive operation triggered by any anchor.
[0118] For example, if the first client is associated with viewer A and the second client is associated with viewer B, the results of interactive operations performed by viewer B on the second client can be synchronized to the first client associated with viewer A. For example, if viewer B gives a virtual gift to host B using the second client, the length of the progress bar representing host B's current points can be increased in the live broadcast area corresponding to host B included in the first client for viewer A's associated first client. In other words, the results of interactive operations performed by other viewers watching the same live broadcast content can be synchronized to the current client. Similarly, the results of interactive operations triggered by viewer A using the first client can also be synchronized to other clients.
[0119] It should be noted that the operation results of the interactive operation triggered by viewer 1 in the first client can also be synchronized to the second client, and this embodiment of the present application does not specifically limit this.
[0120] The live broadcast interaction method provided in the embodiment of the present application improves the interactive method in the live broadcast scene, so that when a user's interactive operation directed to a first anchor is received, not only a first interactive result of the interactive operation is displayed in a first live broadcast area corresponding to the first anchor, but also a second interactive result of the interactive operation is displayed in at least one second live broadcast area corresponding to at least one second anchor. In other words, the interactive operation directed to the first anchor can affect other anchors, thereby enhancing the interactivity of the live broadcast scene and further improving the user's live broadcast experience.
[0121] The following describes an exemplary application of the embodiments of the present application in a practical application scenario.
[0122] For live broadcast scenarios, the PK gameplay provided by related technologies is usually: each person connected to the microphone (such as the anchor) receives a virtual gift from the audience, displays the corresponding effect in their respective live broadcast rooms, and determines the winner according to the gift score within a limited time. For example, if anchor A receives a virtual rocket from the audience, a special effects animation of the rocket taking off will be played in anchor A's live broadcast room. It can be seen that in the solution provided by the related technology, although different anchors are connected to the microphone, they start to mute their microphones and play their own games during the PK, without affecting each other, thereby reducing the interactivity of the live broadcast scene.
[0123] In view of this, the embodiment of the present application provides a live interactive method, which, by modifying the gift interaction mechanism, allows the gift effect to appear in other live broadcast rooms, thereby enhancing interactivity. Specifically, in the technical solution provided in the embodiment of the present application, on the one hand, by specifying the attack target, the effect of the gift can affect other people on the microphone (such as other anchors); on the other hand, by calculating the cumulative number of attacks, in the same PK game, the gift can show gradually upgraded special effects.
[0124] The live interactive method provided in the embodiment of the present application is described in detail below.
[0125] In some embodiments, take the example of host A and host B performing a live broadcast. Figure 6 , Figure 6 This is a schematic diagram of an application scenario of the live interactive method provided in the embodiment of the present application. Figure 6 As shown, the live broadcast area 601 corresponding to anchor A (e.g., anchor A's live broadcast room) can be displayed on the left side of the screen, and the live broadcast area 602 corresponding to anchor B (e.g., anchor B's live broadcast room) can be displayed on the right side of the screen. In addition, a progress bar 603 can also be displayed on the screen, wherein the progress bar 603 can include two parts, wherein the left part can be used to represent the points currently owned by anchor A, and the right part can be used to represent the points currently owned by anchor B. Subsequently, when a tipping operation (e.g., a virtual gift giving operation) is received from the audience for anchor A, the points of the virtual gift can be added to anchor A, that is, the proportion of the left part in the progress bar 603 will increase. At the same time, assuming that the audience selects anchor B as the target of attack when tipping anchor A, a special effect of anchor B's face being attacked by a virtual snowball 604 can be displayed in the live broadcast area 602 corresponding to anchor B. After the virtual snowball 604 disperses, a virtual snow pile 605 may also be displayed in the live broadcast area 602 corresponding to the host B, wherein the virtual snow pile 605 may continue to increase as the number of times the host B is attacked by the virtual snowball 604 increases.
[0126] It should be noted that the technical solutions provided by the embodiments of the present application can be applied to live broadcast PK, and can also be used outside of PK. For example, the technical solutions provided by the embodiments of the present application can be used in ordinary microphone sessions. Figure 6 Face recognition technology is applied in the game, so the virtual snowball can be integrated with the face of anchor B to achieve the best effect. Of course, face recognition technology can also be omitted. For example, a simple random missile animation can be displayed in the live broadcast area corresponding to anchor B. In addition, Figure 6 In the paper, both virtual snowballs and virtual snow piles are used. In actual applications, only one of them can be used. When only one is used, the technical difficulty can be reduced accordingly and the resource overhead of the terminal device can be saved. Figure 6 As the number of attacks increases, the special effects animation will also be upgraded. In actual applications, it may not be upgraded. For example, the virtual snow pile will not rise, that is, only a fixed animation will be played. The embodiment of the present application does not make specific limitations on this.
[0127] Next, continue to combine Figure 7 The live interactive method provided in the embodiment of the present application is described.
[0128] For example, see Figure 7 , Figure 7 This is a flow chart of the live interactive method provided by the embodiment of the present application, which will be combined with Figure 7 The steps shown are explained.
[0129] In step 201, a tipping operation from an audience to anchor A is received.
[0130] In some embodiments, while watching a live broadcast, viewers can choose their favorite host to give rewards. For example, if the viewer likes host A, they can give a virtual gift to host A.
[0131] In step 202, anchor B who is competing against anchor A is targeted for attack.
[0132] In some embodiments, after receiving the audience's reward operation for anchor A, anchor B who is competing with anchor A can be automatically targeted as the target of attack. Of course, anchor B can also be targeted as the target of attack after the audience manually selects anchor B. This embodiment of the present application does not make any specific restrictions on this.
[0133] In step 203, it is determined whether the payment is successful. If so, step 204 is executed; if not, step 201 is executed.
[0134] In some embodiments, after receiving the audience's reward operation for anchor A, it can be further determined whether the audience's payment is successful. If the payment is successful, the subsequent step 204 is executed; if the payment fails, it can return to step 201, that is, the audience can reward anchor A again.
[0135] In step 204, the gift score is added to anchor A.
[0136] In some embodiments, after the audience successfully pays the fees required to reward anchor A with a virtual gift, they can add points corresponding to the virtual gift to anchor A. The points of the virtual gift can be positively correlated with the value of the virtual gift. That is, the higher the value of the virtual gift, the more points will be added to anchor A.
[0137] In step 205, the number of times host B is attacked by the same gift is calculated.
[0138] In some embodiments, while adding the gift score to anchor A, the number of times anchor B is attacked by the same gift (e.g., a counter-attack gift) can also be counted, that is, the number of times anchor B is selected as the target of attack.
[0139] In step 206, special effects that match the number of times are displayed in the live broadcast area corresponding to anchor B according to preset rules.
[0140] In some embodiments, when the audience likes anchor A, they can reward anchor A, for example, they can give anchor A a counter-attack gift. When the audience pays successfully, the gift score can be added to anchor A, and anchor B can be used as the target of attack. At this time, the cumulative number of times anchor B has been attacked by counter-attack gifts can be counted, and then the mapping table can be queried according to the number of times obtained by counting (for example, a table of special effect upgrades is maintained in the background server) to obtain special effects that match the number of times, and finally the special effects obtained by the query can be played in the live broadcast area corresponding to anchor B.
[0141] Next, continue to combine Figure 8 The live interactive method provided in the embodiment of the present application is described.
[0142] For example, see Figure 8 , Figure 8 This is a flow chart of the live interactive method provided by the embodiment of the present application, which will be combined with Figure 8 The steps shown are explained.
[0143] In step 301, when the PK starts, the background server sends the attack gifts to the audience client.
[0144] In some embodiments, when a PK between two streamers begins, the backend server can send the attack gifts used in the current round to each participant, as well as the corresponding animation resources. The animation resources here can include special effects of the attack gift itself (such as the special effect of being hit by a virtual snowball) and foreground animation (such as the animation of a virtual snow pile rising), as well as their upgraded animation effects.
[0145] In step 302, the audience selects the anchor to be attacked through the attack target module.
[0146] In some embodiments, an attack target module may also be provided in the live broadcast room, and viewers may select the host to be attacked (eg, host B) through the attack target module.
[0147] In step 303, the audience rewards their favorite anchor through the reward module.
[0148] In some embodiments, viewers can use the attack target module to select a broadcaster (e.g., Broadcaster B) from a list of participating parties to attack. Furthermore, viewers can use the reward module to reward their favorite broadcaster (e.g., Broadcaster A). After paying for a reward (e.g., a counterattack gift) through the viewer client, the reward points are added to the broadcaster's live broadcast room. Furthermore, the live broadcast room of the broadcaster selected as the target of the attack can also play special effects of the broadcaster being attacked by the gift.
[0149] In step 304, the backend server stores the number of times each PK party is attacked.
[0150] In some embodiments, the backend server of the live broadcast platform may also store the number of times each party participating in the PK (such as anchor A and anchor B) has been attacked. For example, assuming that anchor A has been attacked 5 times in total and anchor B has been attacked 10 times in total.
[0151] In step 305, the backend server sends the special effects to be displayed to all participating parties.
[0152] In some embodiments, the backend server may determine the special effects corresponding to each party participating in the PK based on the number of times each party has been attacked. The special effects may also be different depending on the number of times the party has been attacked.
[0153] In step 306, the viewer client plays the special effects.
[0154] In some embodiments, the backend server can count the number of times each party participating in the PK is attacked by offensive gifts (e.g., virtual snowballs). In addition, a table of special effect upgrades can be maintained in the backend server. For example, if anchor A is attacked by snowballs five times, special effect 1 is played; if it is attacked by snowballs 15 times, special effect 2 is played, wherein the significance of special effect 2 is greater than that of special effect 1. At this time, according to step 304, the corresponding special effects to be played can be sent to the viewer client based on the number of attacks received by each party participating in the PK. After receiving the instruction sent by the backend server, the viewer client can play the special effects in the live broadcast room of the corresponding anchor. For example, if anchor A is attacked by snowballs five times, special effect 1 is played in anchor A's live broadcast room; if anchor B is attacked by snowballs 15 times, special effect 2 is played in anchor B's live broadcast room.
[0155] In summary, the live interactive method provided by the embodiment of the present application has the following beneficial effects:
[0156] The technical solution provided by the embodiment of this application extends the independent gift reward event to each anchor participating in the PK, enhancing interactivity. At the same time, by combining it with a specific and aggressive gift animation design, it can effectively stimulate the emotions of the audience in the live broadcast room, thereby improving the audience's live broadcast experience.
[0157] The following continues to describe the exemplary structure of the live interactive device 555 provided in the embodiment of the present application as a software module. In some embodiments, such as Figure 2 As shown, the software modules stored in the live interactive device 555 of the memory 550 may include: a display module 5551.
[0158] Display module 5551 is used to display at least two live broadcast areas corresponding to at least two anchors in the first client; display module 5551 is also used to display a first interactive result of the interactive operation in a first live broadcast area corresponding to the first anchor in response to the interactive operation on the first anchor, and to display a second interactive result of the interactive operation in at least one second live broadcast area corresponding to at least one second anchor, wherein the first interactive result is different from the second interactive result.
[0159] In some embodiments, the first live broadcast area includes a first progress control for representing the virtual resources owned by the first anchor, and the interactive operation includes a virtual prop donation operation; the live broadcast interactive device 555 also includes an addition module 5552, which is used to respond to the virtual prop donation operation for the first anchor, and increase the progress of the first progress control in the first live broadcast area corresponding to the first anchor, wherein the progress increased by the first progress control is positively correlated with the value of the virtual props.
[0160] In some embodiments, the display module 5551 is also used to display the positive special effects of the virtual props in the first live broadcast area corresponding to the first anchor, or to display the positive special effects bound to the virtual props in response to the virtual props donation operation for the first anchor.
[0161] In some embodiments, the display module 5551 is also used to display the negative special effects of the virtual props in at least one second live broadcast area corresponding to the at least one second anchor in response to at least one second anchor being selected, or to display the negative special effects bound to the virtual props, wherein the negative special effects are used to reduce the virtual resources owned by the at least one second anchor.
[0162] In some embodiments, the live broadcast interactive device 555 also includes a playback module 5553, which is used to play special effects of the interaction between virtual props and at least one second anchor in at least one second live broadcast area corresponding to the at least one second anchor in response to at least one second anchor being selected; the display module 5551 is also used to display a foreground animation related to the special effects in at least one second live broadcast area in response to the completion of the special effects playback, wherein the prominence of the foreground animation is positively correlated with the number of times the at least one second anchor interacts with the virtual props.
[0163] In some embodiments, the playback module 5553 is also used to perform the following processing for each second anchor: perform image recognition on the second live broadcast area corresponding to the second anchor to obtain the position of the target part of the second anchor in the second live broadcast area; based on the position, play special effects of the interaction between virtual props and the target part of the second anchor in the second live broadcast area.
[0164] In some embodiments, the playback module 5553 is also used to perform the following processing for each second anchor: obtaining the number of interactions between the second anchor and the virtual props; querying the mapping table based on the number of interactions to obtain special effects that match the number of interactions, wherein the mapping table includes a mapping relationship between different numbers of interactions and different special effects, and the prominence of the special effects increases with the increase in the number of interactions; playing the special effects that match the number of interactions in the second live broadcast area corresponding to the second anchor.
[0165] In some embodiments, at least two anchors are in an interactive mode, and each live broadcast area includes a progress control for representing the virtual resources owned by the corresponding anchor; the adding module 5552 is also used to respond to a positive interactive operation for the first anchor, and in the first live broadcast area corresponding to the first anchor, increase the progress of the first progress control for representing the virtual resources owned by the first anchor, wherein the positive interactive operation includes at least one of the following: following the first anchor, giving the first anchor positive virtual props, and sharing the first anchor's live broadcast room.
[0166] In some embodiments, the live broadcast interactive device 555 also includes a reduction module 5554, which is used to perform the following processing for each second anchor in response to at least one second anchor being selected: in the second live broadcast area corresponding to the second anchor, reduce the progress of the second progress control used to represent the virtual resources owned by the second anchor, wherein the progress of the second progress control is the same as or different from the progress of the first progress control.
[0167] In some embodiments, at least two anchors are in an interactive mode, and each live broadcast area includes a progress control for representing the virtual resources owned by the corresponding anchor; the reduction module 5554 is also used to respond to a negative interactive operation against the first anchor, in the first live broadcast area corresponding to the first anchor, to reduce the progress of the first progress control for representing the virtual resources owned by the first anchor, wherein the negative interactive operation includes at least one of the following: unfollowing the first anchor, giving the first anchor negative virtual props, and closing the first anchor's live broadcast room.
[0168] In some embodiments, the adding module 5552 is also used to perform the following processing for each second anchor in response to at least one second anchor being selected: in the second live broadcast area corresponding to the second anchor, increase the progress of the second progress control used to represent the virtual resources owned by the second anchor, wherein the progress increased by the second progress control is the same as or different from the progress decreased by the first progress control.
[0169] In some embodiments, the first anchor includes a first virtual anchor; the display module 5551 is further used to display a first action performed by the first virtual anchor based on the interactive operation in a first live broadcast area corresponding to the first virtual anchor in response to the interactive operation directed to the first virtual anchor.
[0170] In some embodiments, the live interactive device 555 also includes a parsing module 5555 and a control module 5556, wherein the parsing module 5555 is used to parse the interactive operation and obtain the action instruction corresponding to the interactive operation; the control module 5556 is used to control the first virtual anchor to perform the first action corresponding to the action instruction, wherein the types of interactive operations include: voice interactive operation, selection operation for candidate action identifiers.
[0171] In some embodiments, at least one second anchor includes at least one second virtual anchor; the display module 5551 is also used to perform the following processing for each second virtual anchor in response to at least one second virtual anchor being selected: in the second live broadcast area corresponding to the second virtual anchor, display the second action performed by the second virtual anchor based on the interactive operation, wherein the second action is associated with the first action.
[0172] In some embodiments, the display module 5551 is further configured to display a second action performed by the second virtual anchor in response to the first action performed by the first virtual anchor, wherein the second virtual anchor performs the second action later than the first virtual anchor performs the first action.
[0173] In some embodiments, the display module 5551 is also used to display a third interaction result corresponding to the live broadcast interaction information in the corresponding live broadcast area of the first client in response to receiving the live broadcast interaction information sent by the second client, wherein the live broadcast interaction information is sent by the audience associated with the second client in response to the interactive operation triggered by any anchor.
[0174] In some embodiments, the at least two anchors include a first anchor and at least one second anchor who interacts with the first anchor; the display module 5551 is also used to display a live broadcast interface in the first client, wherein the live broadcast interface includes entrances corresponding to multiple candidate live broadcast rooms; and is used to display the live broadcast room of the first anchor in response to a trigger operation on the entrance to the live broadcast room of the first anchor, wherein the live broadcast room includes at least two live broadcast areas corresponding to the first anchor and at least one second anchor who interacts with the first anchor.
[0175] It should be noted that the description of the device of the embodiment of the present application is similar to the description of the method embodiment above, and has similar beneficial effects as the method embodiment, so it will not be repeated. Figure 3 ,or Figure 5 The present invention should be understood by referring to the description of any one of the accompanying drawings.
[0176] The present application provides a computer program product comprising a computer program or computer-executable instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer-executable instructions from the computer-readable storage medium and executes the computer-executable instructions, causing the computer device to perform the live interactive method described in the present application.
[0177] The embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions, wherein the computer-executable instructions are stored. When the computer-executable instructions are executed by a processor, the processor will execute the live interactive method provided by the embodiment of the present application, for example, Figure 3 ,or Figure 5 The live interactive method is shown.
[0178] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface storage, optical disk, or CD-ROM; or various devices including one or any combination of the above memories.
[0179] In some embodiments, executable instructions may be in the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.
[0180] As an example, executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one site, or on multiple electronic devices distributed across multiple sites and interconnected by a communication network.
[0181] The above description is merely an embodiment of the present application and is not intended to limit the scope of protection of the present application. Any modifications, equivalent replacements, and improvements made within the spirit and scope of the present application are included in the scope of protection of the present application.
Claims
1. A live interactive method, characterized in that: Applied to a first client, the method includes: Displaying at least two live broadcast areas corresponding to at least two anchors respectively on the first client; In response to an interactive operation on a first anchor, displaying a first interactive result of the interactive operation in a first live broadcast area corresponding to the first anchor, and In at least one second live broadcast area corresponding to at least one second anchor, a second interaction result of the interaction operation is displayed, wherein the first interaction result is different from the second interaction result.
2. The method according to claim 1, characterized in that The first live broadcast area includes a first progress control for representing virtual resources owned by the first anchor, and the interactive operation includes a virtual prop gifting operation; In response to the interactive operation on the first anchor, displaying a first interactive result of the interactive operation in a first live broadcast area corresponding to the first anchor includes: In response to the virtual item gifting operation for the first anchor, the progress of the first progress control is increased in the first live broadcast area corresponding to the first anchor, wherein the increased progress of the first progress control is positively correlated with the value of the virtual item.
3. The method according to claim 2, characterized in that In response to the virtual item gifting operation for the first anchor, the method further includes: The positive special effects of the virtual props are displayed in the first live broadcast area corresponding to the first anchor, or the positive special effects bound to the virtual props are displayed.
4. The method according to claim 2, characterized in that The displaying of the second interaction result of the interactive operation in at least one second live broadcast area corresponding to at least one second anchor includes: In response to at least one second anchor being selected, the negative special effects of the virtual props are displayed in at least one second live broadcast area corresponding to the at least one second anchor, or the negative special effects bound to the virtual props are displayed, wherein the negative special effects are used to reduce the virtual resources owned by the at least one second anchor.
5. The method according to claim 2, characterized in that The displaying of the second interaction result of the interactive operation in at least one second live broadcast area corresponding to at least one second anchor includes: In response to at least one second anchor being selected, playing a special effect of the virtual prop interacting with the at least one second anchor in at least one second live broadcast area corresponding to the at least one second anchor; In response to the completion of the special effect playback, a foreground animation related to the special effect is displayed in the at least one second live broadcast area, wherein the prominence of the foreground animation is positively correlated with the number of times the at least one second anchor interacts with the virtual prop.
6. The method according to claim 5, characterized in that Playing the special effect of the interaction between the virtual prop and the at least one second anchor in the at least one second live broadcast area corresponding to the at least one second anchor includes: The following processing is performed for each second anchor: Performing image recognition on a second live broadcast area corresponding to the second anchor to obtain a position of a target part of the second anchor in the second live broadcast area; Based on the position, a special effect of the virtual prop interacting with the target part of the second anchor is played in the second live broadcast area.
7. The method according to claim 5, characterized in that Playing the special effect of the interaction between the virtual prop and the at least one second anchor in the at least one second live broadcast area corresponding to the at least one second anchor includes: The following processing is performed for each second anchor: Obtaining the number of interactions between the second anchor and the virtual prop; querying a mapping table based on the number of interactions to obtain a special effect that matches the number of interactions, wherein the mapping table includes mapping relationships between different numbers of interactions and different special effects, and the prominence of the special effect increases with an increase in the number of interactions; Special effects matching the number of interactions are played in the second live broadcast area corresponding to the second anchor.
8. The method according to claim 1, characterized in that The at least two anchors are in an interactive mode, and each of the live broadcast areas includes a progress control for representing virtual resources owned by the corresponding anchor; In response to the interactive operation on the first anchor, displaying a first interactive result of the interactive operation in a first live broadcast area corresponding to the first anchor includes: In response to a positive interactive operation on the first anchor, the progress of a first progress control used to represent the virtual resources owned by the first anchor is increased in the first live broadcast area corresponding to the first anchor, wherein the positive interactive operation includes at least one of the following: following the first anchor, giving the first anchor positive virtual props, and sharing the first anchor's live broadcast room.
9. The method according to claim 8, characterized in that The displaying of the second interaction result of the interactive operation in at least one second live broadcast area corresponding to at least one second anchor includes: In response to at least one second anchor being selected, the following processing is performed for each second anchor: In a second live broadcast area corresponding to the second anchor, the progress of a second progress control used to represent the virtual resources owned by the second anchor is reduced, wherein the progress of the second progress control being reduced is the same as or different from the progress of the first progress control being increased.
10. The method according to claim 1, characterized in that The at least two anchors are in an interactive mode, and each of the live broadcast areas includes a progress control for representing virtual resources owned by the corresponding anchor; In response to the interactive operation on the first anchor, displaying a first interactive result of the interactive operation in a first live broadcast area corresponding to the first anchor includes: In response to a negative interactive operation directed to a first anchor, in a first live broadcast area corresponding to the first anchor, the progress of a first progress control used to represent virtual resources owned by the first anchor is reduced, wherein the negative interactive operation includes at least one of the following: unfollowing the first anchor, giving the first anchor negative virtual props, and closing the first anchor's live broadcast room.
11. The method according to claim 10, characterized in that The displaying of the second interaction result of the interactive operation in at least one second live broadcast area corresponding to at least one second anchor includes: In response to at least one second anchor being selected, the following processing is performed for each second anchor: In the second live broadcast area corresponding to the second anchor, the progress of a second progress control used to represent the virtual resources owned by the second anchor is increased, wherein the progress increased by the second progress control is the same as or different from the progress decreased by the first progress control.
12. The method according to claim 1, characterized in that The first anchor includes a first virtual anchor; In response to the interactive operation on the first anchor, displaying a first interactive result of the interactive operation in a first live broadcast area corresponding to the first anchor includes: In response to an interactive operation on the first virtual anchor, a first action performed by the first virtual anchor based on the interactive operation is displayed in a first live broadcast area corresponding to the first virtual anchor.
13. The method according to claim 12, characterized in that The displaying of the first action performed by the first virtual anchor based on the interactive operation includes: The interactive operation is parsed to obtain an action instruction corresponding to the interactive operation, and the first virtual anchor is controlled to perform a first action corresponding to the action instruction, wherein the types of the interactive operation include: voice interactive operation and selection operation for candidate action identifiers.
14. The method according to claim 12, characterized in that The at least one second anchor includes at least one second virtual anchor; The displaying of the second interaction result of the interactive operation in at least one second live broadcast area corresponding to at least one second anchor includes: In response to at least one second virtual anchor being selected, the following process is performed for each second virtual anchor: In a second live broadcast area corresponding to the second virtual anchor, a second action performed by the second virtual anchor based on the interactive operation is displayed, wherein the second action is associated with the first action.
15. The method according to claim 14, characterized in that The displaying of the second action performed by the second virtual anchor based on the interactive operation includes: A second action performed by the second virtual anchor in response to the first action performed by the first virtual anchor is displayed, wherein a time when the second virtual anchor performs the second action is later than a time when the first virtual anchor performs the first action.
16. The method according to any one of claims 1 to 15, characterized in that The method further comprises: In response to receiving the live broadcast interaction information sent by the second client, a third interaction result corresponding to the live broadcast interaction information is displayed in the live broadcast area corresponding to the first client, wherein the live broadcast interaction information is sent by the audience associated with the second client in response to any interactive operation triggered by the anchor.
17. The method according to any one of claims 1 to 15, characterized in that The at least two anchors include a first anchor and at least one second anchor interacting with the first anchor; The displaying, in the first client, at least two live broadcast areas corresponding to at least two anchors respectively includes: Displaying a live broadcast interface in the first client, wherein the live broadcast interface includes entrances corresponding to a plurality of candidate live broadcast rooms; In response to a triggering operation on the entrance to the live broadcast room of the first anchor, the live broadcast room of the first anchor is displayed, wherein the live broadcast room includes at least two live broadcast areas corresponding to the first anchor and at least one second anchor who interacts with the first anchor.
18. A live interactive device, characterized in that: Applied to a first client, the device includes: A display module, configured to display at least two live broadcast areas corresponding to at least two anchors respectively on the first client; The display module is further configured to display a first interactive result of the interactive operation in a first live broadcast area corresponding to the first anchor in response to the interactive operation on the first anchor, and A second interaction result of the interactive operation is displayed in at least one second live broadcast area corresponding to at least one second anchor, wherein the first interaction result is different from the second interaction result.
19. An electronic device, characterized in that: include: a memory for storing executable instructions; The processor is configured to implement the live interactive method according to any one of claims 1 to 17 when executing the executable instructions stored in the memory.
20. A computer-readable storage medium storing computer-executable instructions, characterized in that: When the computer executable instructions are executed by the processor, the live interactive method described in any one of claims 1 to 17 is implemented.
21. A computer program product comprising a computer program or computer executable instructions, characterized in that When the computer program or computer executable instructions are executed by the processor, the live interactive method described in any one of claims 1 to 17 is implemented.