Multi-modal dynamic globe interaction system based on three-dimensional lamination and capacitive touch
By optimizing touch accuracy through cloud platform and interaction modules, and combining light source path algorithms and machine learning models, the problems of interaction conflicts and computational burden in multi-layer interaction systems have been solved, achieving an efficient and stable interactive experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- SHANTOU NEW JIAQI TECH CO LTD
- Filing Date
- 2025-09-15
- Publication Date
- 2026-06-19
AI Technical Summary
Existing multi-layered interactive systems are prone to interaction conflicts in complex operation scenarios, resulting in excessive computational burden, response time delays, and negatively impacting user experience.
The cloud platform module synchronizes data from each interaction layer, optimizes touch accuracy and light source path algorithms in conjunction with the interaction module, dynamically adjusts lighting changes, and identifies interaction behaviors through machine learning models to optimize hardware resource allocation and avoid misoperation.
It improves the immersiveness and accuracy of the interactive system, ensures consistent visual and tactile feedback, optimizes resource allocation, reduces computational burden, avoids multi-layered interaction conflicts, and provides a stable interactive experience.
Smart Images

Figure CN121209696B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of interactive data processing, and more particularly to a multimodal dynamic globe interactive system based on three-dimensional lamination and capacitive touch. Background Technology
[0002] 3D lamination is a technique that uses multiple layers of materials to create a three-dimensional display effect. By adding multiple transparent or semi-transparent layers to the display surface, combined with different lighting, reflection, and refraction effects, the displayed object or scene appears three-dimensional. Its application can provide users with richer visual effects and enhance their spatial perception of objects. In the application of globes, 3D lamination can transform a traditional flat globe into a dynamic globe with a three-dimensional effect. Users can observe images of the Earth from different angles through gestures such as rotation and zoom, greatly enhancing the immersive interactive experience.
[0003] Capacitive touch technology is widely used in touchscreen technology for smart devices. Based on the principle of capacitance, it uses a sensor array to detect the interference of a finger or other conductive object on the electric field of the screen surface, thus enabling touch input. Compared to traditional mechanical touch, capacitive touch offers higher sensitivity, faster response speed, and a longer lifespan. With capacitive touch technology, users can not only perform simple clicks and swipes, but also complex gesture interactions such as multi-touch, zooming, and rotation, greatly enhancing the richness and operability of the interactive system.
[0004] In traditional interactive systems, all interactions occur at a single level, such as a click or swipe on a touchscreen; the system only responds to actions at the current level. Multi-layered interactive systems, however, perform operations and state updates in multiple independent interaction layers (e.g., UI, control, display), providing a richer and more flexible interactive experience in more complex scenarios. In practical applications, overlapping functional areas may exist between different interaction layers, potentially leading to interaction conflicts. Furthermore, multi-layered interactive systems require handling more data and state synchronization; the system must perform multiple calculations and state updates when responding to user actions. As the number of interaction layers increases, this increases the system's computational burden, leading to response time delays and ultimately impacting the user experience. Summary of the Invention
[0005] This invention provides a multimodal dynamic globe interactive system based on three-dimensional lamination and capacitive touch, comprising:
[0006] The cloud platform module is used to synchronize data across interaction layers, coordinate and control other interaction layers when a certain interaction layer is updating its state, and maintain the latest state data of each interaction layer.
[0007] The interaction module is used to optimize touch accuracy, detect interaction conflicts, and dynamically adjust the activation of controls for each interaction when an interaction behavior is identified. The interaction module includes an interaction pre-training unit, an interaction recognition unit, and an interaction layer control unit. The interaction pre-training unit is used to build a user interaction behavior model and provide basic interaction pattern recognition standards. The interaction recognition unit is used to identify the user's interaction behavior and the corresponding interaction layer, and update the state of the interaction layer. The interaction layer control unit is used to dynamically adjust the activation state of controls in other interaction layers when the state of a certain interaction layer is updated.
[0008] The rendering module is used to dynamically adjust the lighting changes of the globe based on the light source path algorithm and render synchronously when the interactive layer is updated.
[0009] One or more technical solutions provided in the embodiments of the present invention have at least the following technical effects or advantages:
[0010] (1) This invention provides a multimodal dynamic globe interaction system based on three-dimensional lamination and capacitive touch. By combining three-dimensional lamination technology, capacitive touch, and a light source path algorithm, it provides users with a dynamic and immersive interactive experience. The globe interaction system can not only adjust the intensity distribution of the light source in real time according to the viewing angle, rotation angle, position, and time to simulate the brightness of the sunlit area, the darkness of the shadow area, and the light diffusion effect, but also update the tactile feedback and visual state in real time. The light source path algorithm performs synchronous rendering according to the changes in the interactive layer state update, ensuring that the visual and tactile feedback are coordinated and consistent when the user interacts with the device, enhancing the immersion and accuracy of the interaction. In addition, by optimizing touch accuracy and sensitivity, the system can effectively avoid misoperation and ensure that the user receives a timely and accurate response every time they interact.
[0011] (2) This invention dynamically adjusts the interactive response sensitivity based on real-time temperature and humidity data and the hardware resources of the interactive module. When the temperature exceeds the hardware's preset carrying capacity threshold, the system assesses the degree of hardware performance degradation using a performance compression index and adjusts the load distribution between the interactive module and the rendering module based on this index. Specifically, if local hardware resources are insufficient to support the current computing task, the system will transfer some tasks to the cloud platform for processing, thereby ensuring that the device can still provide a stable interactive experience under low resource conditions. At the same time, by reducing the rendering quality of the rendering module, the system can optimize resource allocation in different environments and maintain a high level of interactive quality.
[0012] (3) This invention monitors the physical state of the globe in real time and calculates the corresponding accuracy compensation value based on the physical motion state. By using a benchmark compensation model, the system can dynamically adjust the accuracy compensation of the touch layer according to changes in the physical state, avoiding errors caused by device movement. This process includes dynamic adjustment of the compensation gain coefficient, optimizing the compensation gain coefficient based on the real-time monitored performance compression index to ensure that the touch layer's response can always adapt to changing physical motion states. This adaptive compensation mechanism ensures that the system can still provide accurate interactive feedback in complex physical environments, greatly improving the user's operating experience.
[0013] (4) This invention constructs an intelligent interactive behavior recognition process through a machine learning model, identifying different types of interactive behaviors and determining the corresponding interaction layer based on the interaction type. Through the analysis of interactive operation information, the interactive recognition unit can accurately identify the user's interactive behavior and update the corresponding interaction layer state according to the interactive behavior. To avoid multi-layer interaction conflicts, the system adopts the rule of prioritizing the top-level interaction. When the touch coordinates are located in the effective area of multiple interaction layers, the system selects the top-level interaction layer to respond. Interactive behaviors that fail to be recognized are recorded and corrected through a machine learning model, thereby optimizing the basic interaction pattern recognition standard. This mechanism not only improves the accuracy of interaction recognition but also intelligently adjusts the activation state of controls, ensuring that the priority interaction layer can always provide accurate feedback when the user performs an operation, avoiding operational confusion caused by multi-layer interactions. Attached Figure Description
[0014] To more clearly illustrate the technical solutions in the embodiments of the present invention, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0015] Figure 1 This is a schematic diagram of the system modules.
[0016] Figure 2 This is a schematic diagram of the logical flow.
[0017] Figure 3 This is a continuation of the logic flow diagram.
[0018] Figure 4 This is a schematic diagram of the appearance of a globe structure involved in another embodiment of the invention.
[0019] Figure 5 This is a schematic diagram showing the disassembly of a globe structure in another embodiment of the invention.
[0020] Figure 6This is a schematic diagram showing the bottom of the globe structure split in another embodiment of the invention.
[0021] Among them, 1: light-transmitting component; 2: main body top cover; 3: charging board; 4: main body bottom cover; 5: light board; 6: button; 7: tray; 8: drive shaft; 9: bearing; 10: lithium battery; 11: speaker pressing component; 12: microphone; 13: microphone stand; 14: speaker; 15: drive motor; 16: circuit board; 17: globe sphere. Detailed Implementation
[0022] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some, not all, of the embodiments of the present invention. All other embodiments obtained by those skilled in the art based on the described embodiments of the present invention without creative effort are within the scope of protection of the present invention.
[0023] Unless otherwise defined, the technical or scientific terms used in this invention shall have the ordinary meaning understood by one of ordinary skill in the art to which this invention pertains. The terms “first,” “second,” and similar terms used in this invention do not indicate any order, quantity, or importance, but are merely used to distinguish different components. Similarly, the terms “an,” “a,” or “the,” and similar terms do not indicate a quantity limitation, but rather indicate the presence of at least one. The terms “comprising,” “including,” or “including,” and similar terms mean that the element or object preceding the word encompasses the element or object listed following the word and its equivalents, without excluding other elements or objects. The terms “connected,” “linked,” or “connected,” and similar terms are not limited to physical or mechanical connections, but can include electrical connections, whether direct or indirect.
[0024] It should be noted that the terms "up", "down", "left", "right", "front", and "back" used in this invention are only used to indicate relative positional relationships. When the absolute position of the object being described changes, the relative positional relationship may also change accordingly.
[0025] Please see as follows Figure 1 As shown, this is a multimodal dynamic globe interaction system based on three-dimensional lamination and capacitive touch control according to an embodiment of the present invention, specifically including:
[0026] It should be noted that, in the embodiments of the present invention, the various mapping sets used are predefined sets used to associate two parameters with different dimensions, quantifying the relationship between them through preset rules. In the embodiments of the present invention, the mapping set is in tabular form, recording the correspondence between the two parameters, and is constructed based on historical data, gradually adjusting the correspondence through multiple simulations to generate the mapping set.
[0027] like Figure 2 and Figure 3 The diagram shows a schematic diagram and a continuation of the schematic diagram in an embodiment of the present invention, describing the interactive operation and data processing flow of a multimodal dynamic globe interactive system based on three-dimensional lamination and capacitive touch. When the state of the interactive layer is updated, the system generates an update event and passes the update event to other interactive layers through a message queue. During this process, if the generation frequency of update events exceeds a preset threshold, the data is compressed until the update frequency returns to a reasonable range. Subsequently, the system identifies the user's interactive behavior and filters valid interactions and accidental touches based on touch duration. When a valid interactive behavior is identified, the system extracts the interactive operation information and compares it with the basic identification standard to identify the interaction type (such as swiping, clicking, zooming, etc.). The system determines whether the touch coordinates are located in the valid area of the interactive layer. If the touch coordinates are located in multiple areas, the topmost interactive layer is selected according to priority, and the interaction type and interaction layer function are compared layer by layer to finally determine the interactive behavior. If a match cannot be found, it is identified as a failed behavior and an error message is fed back. Once the interactive behavior is successfully identified and processed, the system will synchronously update the state of the interactive layer and coordinate the updates of visual and tactile feedback to ensure they are synchronized. This process ensures real-time feedback and a smooth user experience. Furthermore, the system considers hardware resource limitations and the impact of environmental changes. When the system detects changes in ambient temperature or humidity, it adjusts the responsiveness of the interaction layer, optimizes hardware performance, and determines whether to utilize cloud platform computing resources based on hardware resource assessment.
[0028] The cloud platform module is used to synchronize data across interaction layers, coordinate and control other interaction layers when a certain interaction layer is updating its state, and maintain the latest state data of each interaction layer.
[0029] When an interaction layer updates its state, the cloud platform module generates an update event, which includes interaction operation information. This event is then passed to other interaction layers via a message queue, triggering related state updates in those other interaction layers.
[0030] Interactive information includes touch coordinates, rotation angle, and zoom level. For example, the touch position when a user touches a globe, or the angle and scale when rotating or zooming a map.
[0031] When transmitting interactive operation information to other interaction layers via message queues, data compression processing is performed, specifically including:
[0032] When the generation frequency of update events exceeds the preset generation frequency threshold of the cloud platform, it is determined that the interaction operation is too frequent. The generation frequency of the update event is subtracted from the generation frequency threshold to obtain the frequency difference value of the update event. This frequency difference value is then input into the preset frequency difference value-data compression ratio mapping set of the cloud platform for mapping and matching to obtain the data compression ratio of the update event. Data compression processing is performed on the interaction operation information of the update event until the generation frequency of the update event is less than or equal to the generation frequency threshold, at which point the data compression processing of the update event is decompressed. The message queue ensures that each layer can obtain the state updates of other layers in a timely manner, maintaining the synchronization and consistency of the system. This ensures that in a multi-layer interactive system, when interaction operations are frequent, data compression effectively reduces the transmission burden of update events, optimizing system performance. Through the calculation and mapping of the frequency difference value, the system can intelligently adjust the data compression ratio, ensuring performance while avoiding excessive data processing and transmission.
[0033] The interaction module is used to optimize touch accuracy, detect interaction conflicts, and dynamically adjust the activation of controls for each interaction when an interaction behavior is identified. The interaction module includes an interaction pre-training unit, an interaction recognition unit, and an interaction layer control unit. The interaction pre-training unit is used to build a user interaction behavior model and provide basic interaction pattern recognition standards. The interaction recognition unit is used to identify the user's interaction behavior and the corresponding interaction layer, and update the state of the interaction layer. The interaction layer control unit is used to dynamically adjust the activation state of controls in other interaction layers when the state of a certain interaction layer is updated.
[0034] Building a user interaction behavior model specifically includes:
[0035] The purpose of building a user interaction behavior model is to capture users' interaction habits by analyzing historical interaction data between users and the system, and to optimize the system's response and interaction experience.
[0036] Collect historical interaction information, including touch coordinates, rotation angles, and scaling ratios in historical interactions.
[0037] Touch coordinates are the location of the touch on the screen, used to identify the user's touch position and area. For example, a user tapping a location on a map indicates that they want to view detailed information about that location.
[0038] Rotation angle refers to the degree of rotation involved in the interaction (such as rotating a globe, rotating an image, etc.). The rotation angle reflects the user's rotation behavior, such as adjusting the viewing angle or changing the orientation of the displayed content.
[0039] Zoom ratio refers to the proportional change when a user zooms in or out of an interface or element. Zooming behavior is commonly used for zooming in and out of maps, images, or views.
[0040] Historical interaction information is input into a machine learning model. In this embodiment of the invention, a neural network is selected as the machine learning model. In other embodiments, other machine learning models can be selected according to actual application needs. The historical interaction information is segmented and processed to extract the interaction features of each touch coordinate point, including average touch time, average interaction interval time, average rotation angle, average scaling ratio, and average sliding speed.
[0041] Average touch time represents the average duration of each touch. Longer touches indicate stronger user intent, while shorter touches may indicate accidental touches or rapid actions.
[0042] Average interaction interval time represents the average time interval between two interactions.
[0043] The average rotation angle refers to the average angle change during each rotation interaction. By observing the rotation angle, one can understand the user's viewing habits.
[0044] Average scaling ratio represents the average scaling ratio during each scaling operation.
[0045] Average sliding speed refers to the average speed during a sliding operation.
[0046] The historical interaction information is segmented and processed, specifically including:
[0047] The system obtains local hardware resource data of the interaction module based on standard operating system APIs, extracts hardware resource verification data from the local database, and compares the local hardware resource data of the interaction module with the hardware resource verification data. Then, it performs weighted coupling processing to obtain the local hardware capability evaluation value of the interaction module, specifically including:
[0048] The local hardware resource data of the interaction module includes CPU load, memory usage, and remaining storage space.
[0049] Hardware resource verification data includes verifying CPU load, verifying memory usage, and verifying remaining storage space.
[0050]
[0051] Wherein, HAR is the local hardware capability assessment value of the interaction module, CPU is the CPU load, Nc is the memory utilization rate, CK is the remaining storage space, CPU0 is the verification CPU load, Nc0 is the verification memory utilization rate, CK0 is the verification remaining storage space, α1 is the CPU load weighting factor, α2 is the memory utilization rate weighting factor, and α3 is the remaining storage space weighting factor.
[0052] It should be noted that the CPU load weighting factor, memory utilization weighting factor, and remaining storage space weighting factor are parameters used to measure the impact of various system hardware resources on the performance of the interactive module. They represent the degree of influence of CPU load, memory utilization, and remaining storage space on the Local Hardware Assessment (HAR) of the interactive module, respectively. The CPU load weighting factor indicates the degree of influence of CPU load on the performance assessment of the interactive module. The memory utilization weighting factor indicates the impact of memory resource utilization on the performance of the interactive module. The remaining storage space weighting factor indicates the impact of remaining storage space on the performance of the interactive module.
[0053] It's also worth noting that there's a correlation between CPU load, memory utilization, and remaining storage space. CPU load represents the processor's workload, reflecting the system's workload. Higher CPU load usually accompanies heavy computational demands, while memory utilization indicates the system's memory usage. High memory utilization means more programs or tasks are consuming memory, leading to increased CPU load. Since memory is a critical resource for program data processing, the CPU needs to spend more time processing data in memory, resulting in a positive correlation between memory and CPU load. Furthermore, the relationship between remaining storage space and CPU load is more indirect but still significant. When CPU load is too high, especially when performing data-intensive tasks, frequent disk reads and writes may be required, placing higher demands on system storage space. Insufficient remaining storage space will reduce disk write speeds, directly impacting system performance and further increasing CPU load. There's also a close relationship between memory and storage space. When memory utilization reaches a high level, the operating system uses virtual memory to temporarily store data, requiring sufficient disk storage space. If disk space is insufficient, virtual memory swapping will be restricted, affecting normal memory usage and potentially leading to system crashes or performance degradation. These three resources are interdependent; a bottleneck in any one resource can impact the others, ultimately affecting the overall system performance. For example, high CPU load leads to increased memory usage, while insufficient memory resources will consume a large amount of storage space to expand virtual memory, further exacerbating CPU load. Conversely, insufficient storage space can also lead to decreased memory and CPU performance, especially in scenarios requiring extensive read / write operations, causing system response delays and a choppy user experience.
[0054] The local hardware capability assessment value of the interaction module is input into the pre-stored hardware capability assessment value-segment length mapping set in the local database for mapping and matching to obtain the segment length that the local hardware resources of the interaction module can support. This is then compared with the longest segment length threshold in the machine learning model. If the segment length that the local hardware resources of the interaction module can support is greater than the longest segment length threshold, the online computing resources of the cloud platform are called to support the machine learning model. If the segment length that the local hardware resources of the interaction module can support is less than or equal to the longest segment length threshold, the historical interaction operation information is segmented according to the segment length that the local hardware resources of the interaction module can support.
[0055] The machine learning model (neural network) is trained using the interaction features of each touch point, and the output is a basic interaction pattern recognition standard. This standard is a set of rules generated by the machine learning model based on the training data, including interaction type definitions such as swipe, click, and zoom. A swipe interaction refers to changing the coordinates of a touch point, which can be determined by the speed and direction of the touch coordinate change. A click interaction refers to a user touching the screen and holding it for a certain period without moving it, which can be determined by the touch duration and coordinate position. A zoom interaction refers to a user using two fingers to zoom in or out; the model recognizes this by calculating the change in distance between the two fingers. The machine learning model sets a set of thresholds to determine whether a specific interaction has occurred. For example:
[0056] The duration threshold for click interaction: if the touch duration exceeds a certain threshold (such as 300 milliseconds), it is considered a click operation.
[0057] A threshold for sliding speed is set; when the sliding speed exceeds the set value, it is identified as a sliding operation.
[0058] A zoom level threshold is set; when the zoom level between two fingers exceeds a certain range, it is identified as a zoom operation.
[0059] Identifying user interaction behaviors and corresponding interaction layers specifically includes:
[0060] After the touch sensor captures the touch behavior, it records the touch coordinates and touch duration and sends them to the interaction recognition unit. The interaction recognition unit filters out false touch behaviors based on the preset touch duration. If the touch duration exceeds the preset filtering threshold, the touch behavior is determined to be an interactive behavior. If the touch duration is less than the filtering threshold, the touch behavior is determined to be a false touch behavior.
[0061] The interaction recognition unit extracts the interaction operation information of the interaction behavior, compares it with the basic interaction pattern recognition standard, and initially identifies the interaction type of the interaction behavior.
[0062] Interaction types include swipe interaction, click interaction, and zoom interaction.
[0063] The interaction recognition unit determines whether the touch coordinates are within the valid area of each interaction layer based on the touch coordinates of the interaction type of the interaction behavior. Specifically, it compares the touch coordinates with the bounding boxes defined by each interaction layer. If the touch coordinates are within the valid area of a certain interaction layer, the interaction behavior is determined to be an interaction for that interaction layer.
[0064] If the touch coordinates are within the valid area of multiple interaction layers, the topmost interaction layer is selected as the priority interaction layer for this interaction behavior. In a multi-layer interaction system, there may be overlap between interaction layers. In order to determine the final interaction layer, the topmost interaction layer is selected first. This is because, under normal circumstances, the topmost interaction layer will cover the interaction layers below, and the user's touch behavior should first respond to the operation of the topmost interaction layer.
[0065] The effective area of each interaction layer, such as the rectangular area of a button. For example, in the button control layer, the button's position and size define its effective area. If the user's touch coordinates fall within the button's effective area, the user is considered to have triggered the button's interaction.
[0066] The interaction type of the initially identified interactive behavior is compared with the function of the corresponding interaction layer. If the interaction type matches the function of the corresponding interaction layer, it is taken as the final interaction type of the interactive behavior. If the interaction type does not match the function of the corresponding interaction layer, it is determined whether the touch coordinates are within the valid area of multiple interaction layers. If the touch coordinates are within the valid area of multiple interaction layers, the functions of other interaction layers are compared with the interaction type layer by layer until an interaction layer that matches the interaction type is found. For example, if the user's operation type is zoom, and the first interaction layer supports click, the second interaction layer supports swipe, and the third interaction layer supports zoom operation, then the system will finally select the interaction layer that supports zoom operation to respond.
[0067] If the touch coordinates are only within the valid area of one interaction layer, or if the functions of all interaction layers do not conform to the interaction type, then the interaction behavior is marked as a recognition failure. For example, if the user touches a button layer, but the button layer does not support the click function, or if the area touched by the user does not meet the functional requirements of any interaction layer, then this interaction behavior is marked as a recognition failure.
[0068] The interactive layer includes functions such as swiping, clicking, and zooming.
[0069] This interaction behavior is recorded as a failure to identify, specifically including:
[0070] Send an error message to the content display layer.
[0071] Extracting failed behaviors and inputting them into the machine learning model to correct the basic interaction pattern recognition standards, specifically including:
[0072] The machine learning model outputs multiple failure types and their corresponding probability scores based on the features that identify failure behaviors.
[0073] The factors influencing the identification of failure behavior are obtained by fitting each failure type and its corresponding probability score to a preset unit weight factor corresponding to each failure type. For example, the following failure types and their corresponding probability scores are output:
[0074] The probability score for failure type A is 0.8.
[0075] The probability score for failure type B is 0.6.
[0076] The probability score for failure type C is 0.4.
[0077] The unit weight factor is preset based on the actual system requirements. The unit weight factor for each failure type is used to represent the weight of that failure type's impact on the overall system. Common methods for obtaining weight factors include manual calibration or empirical data, or adaptive adjustment through machine learning training.
[0078] Assume the unit weight factor for failure types is as follows:
[0079] The unit weight factor for failure type A is 1.5.
[0080] The unit weight factor for failure type B is 2.0.
[0081] The unit weight factor for failure type C is 1.0.
[0082] The influence factor for failure type A is 1.2, the influence factor for failure type B is 1.2, and the influence factor for failure type C is 0.4. Summing these factors together yields an influence factor of 2.8 for identifying failed behaviors.
[0083] It should be noted that failure types include accidental touch, no trigger, interaction layer conflict, and multi-touch conflict.
[0084] The factors affecting the identification of failed behaviors are applied to the machine learning model. The basic interaction pattern recognition standard adjustment parameter set is obtained by mapping and matching the preset factors affecting the machine learning model to the basic interaction pattern recognition standard adjustment parameter set. This adjustment parameter set is then applied to obtain the corrected interaction pattern recognition standard.
[0085] The basic interaction pattern recognition standard adjustment parameter set includes touch coordinate error compensation parameters, touch duration threshold adjustment parameters, and touch pressure response adjustment parameters.
[0086] Touch coordinate error compensation parameters are used to increase the tolerance for coordinate errors, ensuring that touch coordinates more accurately match the effective area of the interaction layer.
[0087] The touch duration threshold adjustment parameter is used to correct the touch duration threshold and more accurately identify accidental touch behavior.
[0088] Touch pressure response adjustment parameters are used to correct the touchscreen's response speed to changes in pressure.
[0089] Update the state of this interaction layer, specifically including:
[0090] The interaction layer includes the UI control layer, content display layer, sliding layer, pop-up layer, and device control layer.
[0091] Based on the interaction type, the interaction recognition unit transmits interaction operation data to the corresponding interaction layer, and the interaction layer updates its state, including visual state updates and haptic feedback updates.
[0092] In the vibration motor drive circuit, the timing of tactile updates and visual updates is coordinated. Synchronization signals are used to schedule the visual update hardware and tactile feedback hardware, so that visual state updates and tactile feedback updates are synchronized.
[0093] Visual status updates refer to updating displayed images, button colors, background images, etc., to reflect user actions. For example, when a user clicks a button, the button's color may change to indicate the click behavior.
[0094] Haptic feedback updates refer to providing haptic feedback to the user via a vibration motor. For example, when a user presses a button, the device can trigger a vibration to confirm that the action has been recognized.
[0095] Haptic and visual feedback are typically performed in parallel, but to avoid inconsistencies (e.g., asynchronous visual and haptic feedback can negatively impact user experience), a vibration motor drive circuit is needed to coordinate their timing. Synchronization signals ensure that the visual update hardware and the haptic feedback hardware update at the same time. In other words, when the visual effect changes, the haptic feedback must also begin at the same moment to ensure that the user perceives both visual and tactile changes simultaneously, providing a more natural and fluid interactive experience.
[0096] Dynamically adjust the activation state of controls in other interaction layers when the state of a certain interaction layer is updated. Specifically, this includes:
[0097] When a state update is performed in a certain interaction layer, the associated interaction layers are obtained. The associated interaction layers refer to other interaction layers that need to respond to the state update when a certain interaction layer is updated in a multi-layer interaction scenario. There is a functional dependency relationship between the interaction layer and the associated interaction layer.
[0098] Functional dependencies are defined by a predefined interaction layer mapping table. The interaction layer mapping table defines the association rules between different interaction layers, specifying which other interaction layers need to respond and make corresponding state updates when the state of a certain interaction layer is updated.
[0099] In a multi-layered interactive environment, the various interaction layers are usually interdependent. For example, when a button is clicked, it may be necessary to update other display areas or enable / disable other function buttons.
[0100] When an interaction layer updates its state, it publishes a state update notification to the corresponding associated interaction layer. After receiving the state update notification, the associated interaction layer extracts the interaction type of the interaction layer, and based on the interaction type, it looks up the corresponding control activation state adjustment parameters from the functional dependencies. The associated interaction layer dynamically adjusts the control activation state, which includes enabling and disabling the control. The control activation state adjustment parameters include control response parameters and control activation state time.
[0101] Control response parameters refer to parameters related to control interaction, such as control sensitivity, response time, and trigger threshold. During interaction, these response parameters are adjusted up or down depending on the type of interaction. For example, to disable certain functional controls, the control's response parameters are lowered, making it unable to respond to any operations.
[0102] When the associated interaction layer enables a control that matches the interaction type, the control's response parameters are increased to allow interaction, and the duration of its enabled state is set based on the interaction type. For example, when a user clicks a button, the button's click response function is enabled, and further operations are allowed by increasing the button's response parameters.
[0103] When an associated interaction layer disables a control that matches the interaction type, the control's response parameters are lowered to render it unresponsive, and the duration of its disabled state is set based on the interaction type. For example, if a user has already clicked a button, the button is disabled to prevent the user from clicking it again or performing unnecessary actions. When disabled, the control's response parameters are lowered to prevent it from continuing to respond to touch input.
[0104] Adjusting the response sensitivity of each interaction layer in response to environmental changes specifically includes:
[0105] The system monitors environmental conditions in real time by acquiring real-time temperature and humidity through temperature and humidity sensors. When the real-time temperature exceeds the preset temperature carrying capacity threshold of the globe hardware, the difference between the real-time temperature and the temperature carrying capacity threshold is calculated to obtain the temperature difference value. The temperature difference value is then input into a preset mapping set of temperature difference value and performance compression index in the database for mapping and matching to obtain the corresponding performance compression index. The performance compression index is an indicator used to represent the degree of performance degradation of the device under temperature changes.
[0106] Based on the performance compression index, the processing power of the interaction module is reduced, and the rendering quality of the rendering module is decreased, specifically including:
[0107] The performance compression index is input into the preset mapping set of performance compression index - interaction module calculation transfer ratio in the database to obtain the interaction module calculation transfer ratio. Based on the interaction module calculation transfer ratio, some of the calculation tasks of the interaction module are transferred to the cloud platform module for processing.
[0108] The performance compression index is input into the preset mapping set of performance compression index and rendering module quality reduction parameters in the database to obtain the rendering module quality reduction parameters, including image resolution reduction value, frame rate reduction value and anti-aliasing intensity reduction value, and then input into the rendering module for application.
[0109] When the real-time humidity exceeds the preset humidity threshold of the globe touchscreen, the difference between the real-time humidity and the humidity threshold is calculated to obtain the humidity difference value. This humidity difference value is then input into a preset mapping set of humidity difference values and interaction layer response sensitivities in the database for mapping and matching to obtain the interaction layer response sensitivity, which is then applied. Specifically, this includes:
[0110] The corresponding sensitivity adjustment parameters, including trigger current threshold, touch feedback delay threshold and noise filtering parameters, are obtained from the preset mapping set of interaction layer response sensitivity-sensitivity adjustment parameters in the interaction layer response sensitivity input data, and then input into the interaction module for application.
[0111] It also includes adaptive accuracy compensation, specifically including:
[0112] The physical motion state of the globe is monitored in real time by motion sensors, including rotation, vibration and tilt. Based on the physical motion state of the globe, a preset benchmark compensation model is used to calculate the benchmark accuracy compensation value corresponding to the physical motion state, and the accuracy compensation of the touch layer is dynamically adjusted.
[0113] The baseline compensation model also includes dynamic adjustment of the compensation gain coefficient, specifically including:
[0114] The compensation gain coefficient is used to adjust the sensitivity of the interaction layer according to the physical motion state. When the performance compression index is output during real-time monitoring of environmental conditions, the performance compression index is input into the mapping set defined in the benchmark compensation model. The mapping is matched to obtain the downward adjustment value of the compensation gain coefficient, and the compensation gain coefficient is dynamically adjusted.
[0115] The rendering module is used to dynamically adjust the lighting changes of the globe based on the light source path algorithm and render synchronously when the interactive layer is updated.
[0116] Based on a light source path algorithm, the illumination changes of the globe are dynamically adjusted, and rendering is performed synchronously during state updates in the interaction layer. Specifically, this includes:
[0117] The light source path algorithm calculates the intensity distribution of the light source based on the globe's perspective information, including rotation angle, position, and time. This includes the brightness of the sunlit area, the darkness of the shadow area, and the light diffusion effect. When the interactive layer state is updated, the light source path algorithm calculates in real time in the background, dynamically adjusts the intensity distribution of the light source based on the updated perspective information, and transmits it to the rendering module.
[0118] It's important to note that the light path algorithm is a calculation method used to simulate changes in illumination from a light source and on an object's surface. It determines the illumination at various points on the object's surface by calculating the propagation path and intensity distribution of light. The brightness of the sunlit area refers to the intensity of light directly hitting the globe's surface, typically located in the area facing the light source. The light path algorithm calculates the brightness of these areas based on the globe's position, angle, and time. The darkness of the shadow area refers to the obscured areas that do not directly receive light. The algorithm calculates the darkness of these areas based on the relative position of the globe and the light source. The light diffusion effect refers to the fact that illumination is not perfectly uniform; especially under the influence of atmospheric scattering and reflection, the intensity of the light source may vary in different areas. The algorithm also calculates this light diffusion effect. When the state of the interaction layer is updated (e.g., when the user rotates, scales, or moves the globe), the light path algorithm recalculates the lighting effects in the background based on the updated viewpoint information. This means that regardless of how the user manipulates the globe, the illumination effect dynamically changes with the globe's angle. After calculating the new light intensity distribution, the algorithm passes these calculation results to the rendering module. The rendering module is responsible for updating the globe's visual effects based on this data, dynamically adjusting lighting and shadows to ensure that changes in lighting and shadows are consistent with the globe's current viewpoint, thereby providing a realistic visual experience.
[0119] like Figure 4 This is a schematic diagram of the globe structure involved in another embodiment of the invention. (See attached diagram.) Figure 5 This is a schematic diagram showing the disassembled structure of a globe involved in another embodiment of the invention. (See diagram below.) Figure 6 This is a schematic diagram showing the bottom of the globe structure in another embodiment of the invention. In the diagram, 1 is a light-transmitting component, 2 is the upper cover of the main body, 3 is the charging plate, 4 is the lower cover of the main body, 5 is the light panel, 6 is the button, 7 is the support plate, 8 is the drive shaft, 9 is the bearing, 10 is the lithium battery, 11 is the speaker clamp, 12 is the microphone, 13 is the microphone holder, 14 is the speaker, 15 is the drive motor, 16 is the circuit board, and 17 is the globe sphere. Figure 4 , 5Figure 6 visually illustrates the internal and external appearance of the globe, including the position and layout of each component. The light-transmitting element 1 enhances the lighting effect, supporting the illumination of the globe's internal light source, giving it a transparent or semi-transparent appearance and adding visual appeal. The main body cover 2 is one of the globe's outer shells, protecting internal components from external interference and supporting other parts. The charging pad 3 provides battery charging functionality for the globe. The main body cover 4 is another part of the globe's outer shell, typically used to enclose the bottom and protect internal components. The light panel 5 illuminates the globe, enhancing visual appeal and working with the light-transmitting element to create dynamic effects. The buttons 6 are the physical interface for user interaction with the globe. The support plate 7 supports other internal components of the globe. The drive shaft 8 transmits rotational power, enabling the globe to rotate. The bearing 9 supports the rotation of the drive shaft, reducing friction and allowing the globe to rotate smoothly. The lithium battery 10 provides power to the globe. The speaker clamp 11 protects and secures the speaker assembly, ensuring sound output quality. The microphone 12 captures external sound signals, allowing the globe to interact with the external environment through sound. Microphone stand 13 is used to fix the microphone in position, ensuring that the microphone can accurately capture sound. Speaker 14 is responsible for outputting sound and providing audio feedback to the user. Drive motor 15 is used to drive the globe to rotate or perform other movements. Circuit board 16 is the core electronic component of the globe, responsible for connecting and controlling other electronic components. Globe sphere 17 is the main part of the globe, used to display a world map and various geographical information.
[0120] The following points need to be explained:
[0121] (1) The accompanying drawings of the embodiments of the present invention only involve the structures involved in the embodiments of the present invention. Other structures can refer to the general design.
[0122] (2) For clarity, the thickness of layers or regions is enlarged or reduced in the drawings used to describe embodiments of the present invention; that is, these drawings are not drawn to actual scale. It is understood that when an element such as a layer, film, region, or substrate is referred to as being “above” or “below” another element, the element may be “directly” located “above” or “below” the other element, or there may be intermediate elements.
[0123] (3) Where there is no conflict, the embodiments of the present invention and the features in the embodiments can be combined with each other to obtain new embodiments.
[0124] The above are merely specific embodiments of the present invention, but the scope of protection of the present invention is not limited thereto. The scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. A multi-modal dynamic globe interaction system based on three-dimensional lamination and capacitive touch, characterized in that: include: The cloud platform module is used to synchronize data across interaction layers, coordinate and control other interaction layers when a certain interaction layer is updating its state, and maintain the latest state data of each interaction layer. An interaction module is used to optimize touch accuracy, detect interaction conflicts, and dynamically adjust the activation of controls for each interaction when an interaction behavior is identified. The interaction module includes an interaction pre-training unit, an interaction recognition unit, and an interaction layer control unit. The interaction pre-training unit is used to build a user interaction behavior model and provide basic interaction pattern recognition standards. The interaction recognition unit is used to identify the user's interaction behavior and the corresponding interaction layer and update the state of the interaction layer. The interaction layer control unit is used to dynamically adjust the activation state of controls in other interaction layers when the state of a certain interaction layer is updated. The rendering module is used to dynamically adjust the lighting changes of the globe based on the light source path algorithm and render synchronously when the interactive layer is updated.
2. The multi-modal dynamic globe interactive system based on three-dimensional lamination and capacitive touch according to claim 1, characterized in that: The synchronization of data across all interaction layers specifically includes: When a certain interaction layer updates its state, the cloud platform module generates an update event, which includes interaction operation information. This event is then passed to other interaction layers via a message queue, triggering related state updates in those other interaction layers. The interactive operation information includes touch coordinates, rotation angle, and zoom ratio; When transmitting interactive operation information to other interaction layers via message queues, data compression processing is performed, specifically including: When the generation frequency of update events exceeds the preset generation frequency threshold of the cloud platform, it is determined that the interaction operation is too frequent. The generation frequency of update events is subtracted from the generation frequency threshold to obtain the frequency difference value of update events. The frequency difference value is input into the preset frequency difference value-data compression ratio mapping set of the cloud platform for mapping and matching to obtain the data compression ratio of update events. The interaction operation information of update events is compressed until the generation frequency of update events is less than or equal to the generation frequency threshold, and then the data compression processing of update events is released. 3.The multi-modal dynamic globe interactive system based on three-dimensional lamination and capacitive touch according to claim 1, wherein: The construction of the user interaction behavior model specifically includes: Collect historical interaction information, including touch coordinates, rotation angles, and zoom ratios in historical interactions; The historical interaction information is segmented and processed in the machine learning model to extract the interaction features of each touch coordinate point, including average touch time, average interaction interval time, average rotation angle, average zoom ratio, and average swipe speed. The segmentation of historical interaction information specifically includes: The system acquires local hardware resource data for the interaction module, extracts hardware resource verification data from the local database, compares the local hardware resource data with the hardware resource verification data, and then performs weighted coupling processing to obtain the local hardware capability assessment value of the interaction module. This assessment value is then input into a pre-stored mapping set of hardware capability assessment value - segment length in the local database for mapping and matching to obtain the segment length that the local hardware resources of the interaction module can support. This is compared with the longest segment length threshold in the machine learning model. If the segment length that the local hardware resources of the interaction module can support is greater than the longest segment length threshold, then the online computing resources of the cloud platform are invoked to support the machine learning model. If the segment length that the local hardware resources of the interaction module can support is less than or equal to the longest segment length threshold, then the historical interaction operation information is segmented according to the segment length that the local hardware resources of the interaction module can support. The machine learning model is trained using the interaction features of each touch point, and the output is the basic interaction pattern recognition standard.
4. The multi-modal dynamic globe interactive system based on three-dimensional lamination and capacitive touch according to claim 1, characterized in that: The identification of user interaction behavior and corresponding interaction layers specifically includes: After the touch sensor captures the touch behavior, it records the touch coordinates and touch duration and sends them to the interaction recognition unit. The interaction recognition unit filters out false touch behaviors based on the touch duration. If the touch duration exceeds the filtering threshold, the touch behavior is determined to be an interactive behavior. If the touch duration is less than the filtering threshold, the touch behavior is determined to be a false touch behavior. The interaction recognition unit extracts the interaction operation information of the interaction behavior, compares it with the basic interaction pattern recognition standard, and initially identifies the interaction type of the interaction behavior. The interaction types include swipe interaction, click interaction, and zoom interaction; The interaction recognition unit determines whether the touch coordinates are within the effective area of each interaction layer based on the touch coordinates of the interaction type of the interaction behavior. Specifically, it compares the touch coordinates with the bounding boxes defined by each interaction layer. If the touch coordinates are within the effective area of a certain interaction layer, the interaction behavior is determined to be an interaction for that interaction layer. If the touch coordinates are within the valid area of multiple interaction layers, the topmost interaction layer is selected as the priority interaction layer for this interaction behavior. The interaction type of the initially identified interactive behavior is compared with the function of the corresponding interaction layer. If the interaction type matches the function of the corresponding interaction layer, it is taken as the final interaction type of the interactive behavior. If the interaction type does not match the function of the corresponding interaction layer, it is determined whether the touch coordinates are within the valid area of multiple interaction layers. If the touch coordinates are within the valid area of multiple interaction layers, the functions of other interaction layers are compared with the interaction type layer by layer until an interaction layer that matches the interaction type is found. If the touch coordinates are only within the valid area of one interaction layer, or the functions of all interaction layers do not match the interaction type, the interactive behavior is recorded as an identification failure. The interactive layer includes functions such as swiping, clicking, and zooming.
5. The multi-modal dynamic globe interactive system based on three-dimensional lamination and capacitive touch according to claim 1, characterized in that: The process of updating the state of the interaction layer specifically includes: Based on the interaction type, the interaction recognition unit transmits interaction operation data to the corresponding interaction layer, and the interaction layer updates its state, including visual state update and tactile feedback update. In the vibration motor drive circuit, the timing of tactile updates and visual updates is coordinated. Synchronization signals are used to schedule the visual update hardware and tactile feedback hardware, so that visual state updates and tactile feedback updates are synchronized.
6. The multi-modal dynamic globe interactive system based on three-dimensional lamination and capacitive touch according to claim 4, characterized in that: The step of recording the interaction as a failed identification behavior specifically includes: Send an error message to the content display layer; Extracting failed behaviors and inputting them into the machine learning model to correct the basic interaction pattern recognition standards, specifically including: The machine learning model outputs multiple failure types and their corresponding probability scores based on the features that identify failure behaviors. The influence factor of identifying failure behavior is obtained by fitting each failure type and its corresponding probability score with the preset unit weight factor corresponding to each failure type. The influence factor of identifying failure behavior is applied to the machine learning model, and the basic interaction pattern recognition standard adjustment parameter set is obtained by mapping and matching. The modified interaction pattern recognition standard is then obtained by applying the parameter set. The basic interaction pattern recognition standard adjustment parameter set includes touch coordinate error compensation parameters, touch duration threshold adjustment parameters, and touch pressure response adjustment parameters.
7. The multimodal dynamic globe interactive system based on three-dimensional lamination and capacitive touch control according to claim 1, characterized in that: The method of dynamically adjusting the activation state of controls in other interaction layers when updating the state of a certain interaction layer specifically includes: When a state update is performed in a certain interaction layer, the associated interaction layers of that interaction layer are obtained. The associated interaction layers refer to other interaction layers that need to respond to the state update when a certain interaction layer is updated in a multi-layer interaction scenario. There is a functional dependency relationship between the interaction layer and the associated interaction layer. The functional dependencies are a predefined interaction layer mapping table; When an interaction layer updates its state, it publishes a state update notification to the corresponding associated interaction layer. After receiving the state update notification, the associated interaction layer extracts the interaction type of the interaction layer and searches for the corresponding control activation state adjustment parameters from the functional dependencies based on the interaction type. The associated interaction layer dynamically adjusts the control activation state, which includes enabling and disabling the control. The control activation state adjustment parameters include control response parameters and control activation state time. When the associated interaction layer enables a control that matches the interaction type, increase the control's response parameters to allow interaction, and set the duration of its enabled state based on the interaction type. When the associated interaction layer disables a control that matches the interaction type, the control's response parameters are lowered to make it uninterrupted, and the duration of its disabled state is set based on the interaction type.
8. The multi-modal dynamic globe interactive system based on three-dimensional lamination and capacitive touch according to claim 1, characterized in that: The algorithm based on the light source path dynamically adjusts the illumination changes of the globe and renders synchronously during state updates in the interaction layer, specifically including: The light source path algorithm calculates the intensity distribution of the light source based on the globe's perspective information, including rotation angle, position, and time. This includes the brightness of the sunlit area, the darkness of the shadow area, and the light diffusion effect. When the interactive layer state is updated, the light source path algorithm calculates in real time in the background, dynamically adjusts the intensity distribution of the light source based on the updated perspective information, and transmits it to the rendering module.
9. The multi-modal dynamic globe interactive system based on three-dimensional lamination and capacitive touch according to claim 1, characterized in that: This also includes adjusting the response sensitivity of each interaction layer when the environment changes, specifically including: The system monitors environmental conditions in real time and obtains real-time temperature and humidity. When the real-time temperature exceeds the preset temperature carrying capacity threshold of the globe hardware, the system calculates the difference between the real-time temperature and the temperature carrying capacity threshold to obtain the temperature difference value. The temperature difference value is then input into a preset mapping set of temperature difference value and performance compression index in the database for mapping and matching to obtain the corresponding performance compression index. The performance compression index is an indicator used to represent the degree of performance degradation of the device under temperature changes. Based on the performance compression index, the processing power of the interaction module is reduced, and the rendering quality of the rendering module is decreased, specifically including: Input the performance compression index into the preset mapping set of performance compression index - interaction module calculation transfer ratio in the database to obtain the interaction module calculation transfer ratio, and transfer part of the calculation tasks of the interaction module to the cloud platform module for processing based on the interaction module calculation transfer ratio. Input the performance compression index into the preset mapping set of performance compression index - rendering module quality reduction parameters in the database to obtain the rendering module quality reduction parameters, including image resolution reduction value, frame rate reduction value and anti-aliasing intensity reduction value, and input them into the rendering module for application; When the real-time humidity exceeds the preset humidity threshold of the globe touchscreen, the difference between the real-time humidity and the humidity threshold is calculated to obtain the humidity difference value. This humidity difference value is then input into a preset mapping set of humidity difference values and interaction layer response sensitivities in the database for mapping and matching to obtain the interaction layer response sensitivity, which is then applied. Specifically, this includes: The corresponding sensitivity adjustment parameters, including trigger current threshold, touch feedback delay threshold and noise filtering parameters, are obtained from the preset mapping set of interaction layer response sensitivity-sensitivity adjustment parameters in the interaction layer response sensitivity input data, and then input into the interaction module for application.
10. The multimodal dynamic globe interactive system based on three-dimensional lamination and capacitive touch control according to claim 1, characterized in that: It also includes adaptive accuracy compensation, specifically including: The physical motion state of the globe is monitored in real time by motion sensors, including rotation, vibration and tilt. Based on the physical motion state of the globe, the reference accuracy compensation value is calculated according to the preset reference compensation model, and the accuracy compensation of the touch layer is dynamically adjusted. The benchmark compensation model also includes dynamic adjustment of the compensation gain coefficient, specifically including: The compensation gain coefficient is used to adjust the sensitivity of the interaction layer according to the physical motion state. When the performance compression index is output during the real-time monitoring of environmental conditions, the performance compression index is input into the mapping set defined in the benchmark compensation model. The mapping is matched to obtain the downward adjustment value of the compensation gain coefficient, and the compensation gain coefficient is dynamically adjusted.