Vehicle-mounted game control method and device, vehicle and storage medium
By generating game control commands using the vehicle's built-in control device and displaying the game screen using a head-up display, the problem of users having to turn their heads to observe the game screen while driving is solved, improving the immersion and control of in-vehicle games while reducing costs and ease of use.
Patent Information
- Application Number
- CN202511887371.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-12-12
- Publication Date
- 2026-02-13
AI Technical Summary
In traditional in-vehicle game control methods, users need to frequently turn their heads to observe the game screen while driving, resulting in a misalignment between line of sight and operation, reducing immersion and the sense of realistic control.
By keeping the game screen and user interaction in a straight line, the system uses the vehicle's built-in control equipment to generate game control commands and displays the game screen directly in front of the steering wheel via a head-up display, allowing users to view a clear screen without turning their heads.
It enhances the immersive and realistic control experience of in-car games, reduces gaming costs, and the vehicle's built-in equipment is tailored to users' driving habits, lowering the barrier to entry.
Smart Images

Figure CN121513438A_ABST
Abstract
Description
Technical Field
[0001] This application belongs to the field of intelligent vehicle technology, specifically relating to an in-vehicle game control method, an in-vehicle game control device, a vehicle, and a computer-readable storage medium. Background Technology
[0002] With the rapid development of science and technology, in-car games are becoming increasingly popular due to their contextual adaptation and immersive experience. However, when users use the vehicle's steering wheel, accelerator pedal, and brake pedal as the core interaction devices to experience racing games, traditional in-car game control methods rely solely on the central control screen to display the game image. The screen's placement is not aligned with the user's natural line of sight during driving, creating a misalignment between the user's gaze and actions. When performing actions such as steering, accelerating, and braking, users must frequently turn their heads to shift their gaze to see a clear game image, severely weakening the connection between virtual driving and real-world operation, and significantly reducing the immersive experience of in-car games. Summary of the Invention
[0003] This application aims to address at least one of the technical problems existing in the prior art. To this end, this application proposes an in-vehicle game control method, device, vehicle, and computer-readable storage medium, which, by keeping a portion of the second game screen and the user's interactive operation in a straight line, allows the user to view a clear second game screen without turning their head, thereby enhancing the immersion and realistic control of in-vehicle games.
[0004] Firstly, this application provides a method for controlling in-vehicle games, comprising: In response to interactive operations received by the vehicle's input devices, game control commands are generated; The first game screen is updated based on the game control instructions to obtain the second game screen; The second game screen is displayed on the vehicle's display device, the display device including at least a head-up display, the screen displayed by the head-up display being at least partially located in front of the vehicle's steering wheel.
[0005] Secondly, this application provides an in-vehicle game control device, comprising: The response generation module is used to generate game control commands in response to interactive operations received by the vehicle's input devices. An update module is used to update the first game screen based on the game control instructions to obtain the second game screen; A display module is used to display the second game screen on a display device in the vehicle, the display device including at least a head-up display, the screen displayed by the head-up display being at least partially located in front of the steering wheel of the vehicle.
[0006] Thirdly, this application provides a vehicle including a memory and a processor; the memory stores a computer program, and the processor executes the above-described in-vehicle game control method by calling the computer program stored in the memory.
[0007] Fourthly, this application provides a computer-readable storage medium storing a computer program, which, when executed by a processor, implements the above-described in-vehicle game control method.
[0008] The in-vehicle game control method, in-vehicle game control device, vehicle, and computer-readable storage medium provided in this application reduce game costs by using the vehicle's built-in control device as the input device for game interaction, eliminating the need for additional peripherals. Furthermore, the vehicle's built-in control device better suits users' driving habits, lowering the barrier to entry and enhancing the realistic control experience. Corresponding game control commands are generated based on the interactive operations. These commands represent the real-time operation of the user on the state (e.g., position, orientation, speed) of virtual objects (such as virtual vehicles) in the virtual game. Changes in the state of the virtual objects cause changes in the game screen, thus updating the first game screen and obtaining a second game screen, ensuring the continuity of game interaction.
[0009] Finally, the second game screen is displayed through the vehicle's display devices, especially through a head-up display (HUD), so that at least part of the second game screen and the user's main interactive control device are aligned in a straight line, allowing the user to see a clear second game screen without turning their head, thereby enhancing the immersion and realistic control of in-vehicle games.
[0010] Additional aspects and advantages of embodiments of this application will be set forth in part in the description which follows, and in part will be obvious from the description, or may be learned by practice of embodiments of this application. Attached Figure Description
[0011] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort. Wherein: Figure 1 This is a first application scenario diagram of the in-vehicle game control method provided in the embodiments of this application; Figure 2 This is a second application scenario diagram of the in-vehicle game control method provided in the embodiments of this application; Figure 3This is a schematic diagram of the vehicle's structural architecture provided in an embodiment of this application; Figure 4 This is a first flowchart illustrating the in-vehicle game control method provided in this application embodiment; Figure 5 This is a second flowchart illustrating the in-vehicle game control method provided in this application embodiment; Figure 6 This is a third flowchart illustrating the in-vehicle game control method provided in this application embodiment; Figure 7 This is a fourth flowchart illustrating the in-vehicle game control method provided in this application embodiment; Figure 8 This is a fifth flowchart illustrating the in-vehicle game control method provided in this application embodiment; Figure 9 This is a schematic diagram of the in-vehicle game control device provided in the embodiments of this application; Figure 10 This is a schematic diagram of the vehicle structure provided in the embodiments of this application.
[0012] Appendix Figure 1-2 Explanation of the marking: Vehicle 100, Input device 10, Steering wheel 11, Accelerator pedal 12, Brake 13, Gear shifter 14, Electronic device 20, Display device 30, HUD 31, Central control screen 32, Instrument panel 33, Side window 34, Rearview mirror 35, Perception simulation equipment 40, Active suspension 41, Seat 42, Air conditioning 43, Ambient lighting 44, Car audio system 45, Cloud 110. Detailed Implementation
[0013] The embodiments of this application are described in detail below. Examples of the embodiments of this application are shown in the accompanying drawings, wherein the same or similar reference numerals denote the same or similar elements or elements having the same or similar functions throughout. The embodiments described below with reference to the accompanying drawings are exemplary and are only used to explain this application, and should not be construed as limiting this application.
[0014] In the description of this application, it should be understood that the terms "first" and "second" are used for descriptive purposes only and should not be construed as indicating or implying relative importance or implicitly specifying the number of technical features indicated. Therefore, features defined as "first" or "second" may explicitly or implicitly include one or more features. In the description of this application, "multiple" means two or more, unless otherwise explicitly specified.
[0015] In the description of this application, it should be noted that, unless otherwise expressly specified and limited, the terms "installation," "connection," and "joint" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection. They can refer to a mechanical connection or an electrical connection. They can refer to a direct connection or an indirect connection through an intermediate medium, and they can refer to the internal communication between two components or the interaction between two components. Those skilled in the art can understand the specific meaning of the above terms in this application according to the specific circumstances.
[0016] In view of the problems existing in the background art, the present application provides an in-vehicle game control method, an electronic device, a vehicle, and a computer-readable storage medium.
[0017] Please see Figure 1 and Figure 2 , Figure 1 and Figure 2 This is an application scenario diagram of the in-vehicle game control method provided in this application embodiment. The application scenario provided in this application includes a vehicle 100 and a cloud 110. The vehicle 100 includes an input device 10, an electronic device 20, and a display device 30. The in-vehicle game control method provided in this application can be executed by the electronic device 20.
[0018] The input device 10 is a device that receives user interaction operations. Users can trigger changes to the state of virtual objects in the in-vehicle game through interaction operations, and the input device 10 outputs corresponding interaction signals according to the received interaction operations.
[0019] Optionally, the input device 10 includes at least one of a steering wheel 11, an accelerator pedal 12, a brake 13, and a gear shifting device 14. Interactive operations may include: turning the steering wheel 11, triggering an accessory of the steering wheel 11 (such as a horn), controlling the force of pressing the accelerator pedal 12, controlling the force of pressing the brake 13, and / or triggering the gear shifting device 14 to change gears.
[0020] Optionally, the input device 10 may also include, but is not limited to, intelligent voice devices, turn signal control levers, touch-sensitive displays, etc., and this application embodiment does not limit this. Interactive operations may also include: issuing voice commands, moving turn signal control levers, and touching touch-sensitive displays.
[0021] The electronic device 20 is the core device that receives interactive signals from the input device 10, generates game control commands, and drives the display device 30 to update the game screen. The electronic device 20 is communicatively connected to both the input device 10 and the display device 30.
[0022] Optionally, the electronic device 20 can communicate and interact with the cloud 110 via a network connection to achieve data interaction for cloud gaming. The network connection can be a wireless network connection, such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 4G network, or a 5G network.
[0023] Optionally, the electronic device 20 may be a microcontroller unit (MCU), a dedicated integrated chip, a system on a chip (SoC), a field-programmable gate array (FPGA), etc., and this application embodiment does not limit it.
[0024] Optionally, the vehicle 100 may also include a storage device, which may be integrated into or external to the electronic device 20, and may store the game to be played. This allows the electronic device 20 to update the game screen based on the interactive signals from the input device 10 without communicating with the cloud 110.
[0025] The display device 30 is used to display visual images. The display device 30 is controlled by the electronic device 20 to display real-time updated game visuals. The display device 30 includes a head-up display (HUD) 31, which projects real-time updated game visuals onto a medium (such as the windshield or a dedicated display panel) in front of the user's field of vision using optical projection technology. The game visuals displayed by the HUD (31) are at least partially located directly in front of the steering wheel 11 to accommodate the normal line of sight of the driver / player (e.g., the steering wheel 11). Figure 2 (As shown by the dashed line in the image).
[0026] Optionally, the HDU may include, but is not limited to, augmented reality head-up display devices (AR-HUD), windshield-type HUDs (W-HUD), and combined HUDs (C-HUD), etc., and the embodiments of this application do not limit this.
[0027] Optionally, please refer to Figure 2 The display device 30 may also include, but is not limited to, the central control screen 32, the instrument panel 33, the side windows 34, the rearview mirror 35, and the rear windshield, etc., and this application embodiment does not limit this. The game screen corresponding to the virtual object is displayed in the central control screen 32, the instrument panel 33, the side windows 34 (including front side windows and / or rear side windows, the number of side windows 34 is not limited to 1 to 4, and may be more), the rearview mirror 35, the rear windshield, etc.
[0028] In this context, the cloud 110 refers to the deployment of computing, storage, and data processing functions in a remote data center. The cloud 110 can be a server. A server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. This application's embodiments do not limit this specific provision.
[0029] The in-vehicle game control method involved in this application can be implemented using a cloud platform 110. The main body running the in-vehicle game (cloud platform 110) and the main body for input operation and screen display (vehicle 100) are separate. The storage and operation of the in-vehicle game control method are completed on the cloud platform 110. The game screen display is completed on the vehicle 100, which is mainly used for receiving and sending game data and displaying the game screen. However, the main processing of game data is handled by the server of the cloud platform 110. When playing the in-vehicle game, the user operates the input device 10 of the vehicle 100, thereby generating game control commands and sending them to the cloud platform 110. The cloud platform 110 controls the game operation according to the game control commands, encodes and compresses the game screen and other data, returns it to the vehicle 100 via the network, and finally decodes it through the electronic device 20 of the vehicle 100 and outputs the game screen through the display device 30.
[0030] Optionally, please refer to Figure 2 The vehicle 100 also includes a perception simulation device 40, which is used to simulate the in-vehicle environment as the environment in which a virtual object (such as a virtual vehicle) in a game is located. The perception simulation device 40 may include, but is not limited to, active suspension 41, seats 42, air conditioning 43, ambient lighting 44, and in-vehicle audio 45.
[0031] Electronic device 20 can control the active suspension 41 to adjust the chassis tilt, simulating the tilt of a virtual object (such as a virtual vehicle); electronic device 20 can control the seat 42 to adjust the posture of the occupants, simulating the changing posture of occupants in a virtual object (such as a virtual vehicle); electronic device 20 can control the operation of the air conditioner 43 to simulate the corresponding temperature and wind speed environment; electronic device 20 can control the operation of the ambient light 44 to simulate the lighting environment of a virtual object (such as a virtual vehicle) in a virtual environment; electronic device 20 can also control the operation of the in-vehicle audio system 45 to simulate the sound environment of a virtual object (such as a virtual vehicle) in a virtual environment. This application embodiment does not limit the type and model of the active suspension 41, seat 42, air conditioner 43, ambient light 44, in-vehicle audio system 45, etc.
[0032] Please see Figure 3 , Figure 3 This is a schematic diagram of the vehicle's structural architecture provided in an embodiment of this application. The vehicle includes input devices, electronic devices, display devices, sensing and simulation devices, a chassis domain, and a Left Domain Controller Unit (LDCU).
[0033] The electronic devices connect to various input devices via a Local Interconnect Network (LIN) (or Vehicle Ad Hoc Network (VANET), and also connect to display and sensing simulation devices. They connect to the LDCU via a Data Distribution Service (DDS) and to the cloud via a network. The LDCU converts DDS communication signals to CAN communication signals via the Chassis Controller Area Network (C-CAN) to enable normal communication between the electronic devices and the chassis domain. Signal conversion must be completed within a certain time (e.g., 5ms). Communication between the LDCU and the electronic devices, as well as communication with the chassis domain, must also be completed within a certain time (e.g., 10ms) to ensure smooth functional response and reduce game screen latency.
[0034] Alternatively, the electronic device may be a Central Domain Controller (CDU).
[0035] The chassis domain is a component used to manage the vehicle's chassis system (including active suspension, etc.). Optionally, the chassis domain can perform steer-by-wire based on signals received from electronic devices, controlling the steering of the tires. It can also control the active suspension to adjust the suspension height / stiffness in real time based on received signals, simulating vehicle tilt. The chassis domain also includes an Electronic Park Brake (EPB) system and an Integrated Power Brake (IPB) system. EPB uses electronic control to replace the traditional mechanical handbrake to achieve parking braking. IPB is used to precisely control braking force, adapting to driving scenarios and improving vehicle handling stability.
[0036] The electronic devices include a real-time operation module and an operating environment module. The real-time operation module includes a seat service-oriented architecture (Seat SOA), a signal conversion module (converting DDS signals into signals compatible with the PC), and a heating, ventilation, and air conditioning service-oriented architecture (HVAC SOA). The Seat SOA is used to adjust the seat; the HVAC SOA is used to regulate the operation of the air conditioning system.
[0037] The runtime environment module can be an Android environment, an iOS environment, etc. The runtime environment module includes a network routing management module (i.e., IP Route) and a cloud gaming communication module. The runtime environment module establishes a network connection with the cloud through the routing function of IP Route; simultaneously, it handles the data stream transmission of cloud games (such as two-way interaction of game screens and control commands) through the cloud gaming communication module.
[0038] The real-time operation module and the runtime environment module interact with each other via a virtual network (VNET) (i.e., core instructions or data transmission). Each communication interaction between the two needs to be completed within a certain time (e.g., 5ms) to ensure smooth function response and reduce game screen latency.
[0039] Based on the above-described scenarios, this application provides an in-vehicle game control method, which will be described in detail below: Please see Figure 4 The in-vehicle game control method provided in this application embodiment is implemented by steps 011, 012 and 013, which are described in detail below.
[0040] Step 011: In response to the interactive operation received by the vehicle's input device, generate game control commands; Step 012: Update the first game screen based on game control commands to obtain the second game screen; Step 013: Display a second game screen on the vehicle's display device, the display device including at least a head-up display, the screen displayed by the head-up display being at least partially located in front of the vehicle's steering wheel.
[0041] The input device refers to a device on the vehicle that receives user interaction operations. Optionally, the input device includes at least one of a steering wheel, accelerator pedal, brake, and gear shifting device. Interaction operations may include, but are not limited to: turning the steering wheel, triggering steering wheel accessories (such as the horn), controlling the force of pressing the accelerator pedal, controlling the force of pressing the brake, and triggering the gear shifting device to change gears.
[0042] Optionally, the input device may also include, but is not limited to, intelligent voice devices, turn signal control levers, touch-sensitive displays, etc., and the interactive operation may also include, but is not limited to, issuing voice commands, moving turn signal control levers, and touching touch-sensitive displays; this application embodiment does not limit this.
[0043] Game control commands are signals used to drive game logic (such as controlling the direction and speed of virtual vehicles). The game screen is a visual representation updated based on these game control commands. The first game screen is the screen displayed on the display device before the update, and the second game screen is the screen displayed on the display device after the update.
[0044] Specifically, by using the vehicle's built-in control devices as input devices for game interaction, no additional peripherals are needed, which can reduce the cost of the game. Moreover, the vehicle's built-in control devices can better fit the user's driving habits, lower the barrier to entry, and enhance the realistic control experience of the game.
[0045] For example, in racing games, players can change the direction of the virtual vehicle by turning the steering wheel, select a different virtual vehicle by pressing buttons on the steering wheel, press the horn button on the steering wheel, control the speed of the virtual vehicle by pressing the accelerator pedal and / or brake, and trigger the gear shifter to change the gear of the virtual vehicle. Players can also issue voice commands to the vehicle's intelligent voice control system, operate the turn signal control lever, and touch the central control screen (entering information to change cars / tracks, or clicking virtual buttons to change cars / tracks).
[0046] Based on the interactive operation, corresponding game control instructions are generated. The game control instructions are manifested as the user's real-time operation of the virtual objects (such as virtual vehicles) in the virtual game, and their status (such as position, orientation, speed, etc.). Changes in the status of the virtual objects cause changes in the relevant game screen, thereby updating the first game screen and obtaining the second game screen, ensuring the continuity of game interaction.
[0047] Finally, the second game screen is displayed through the vehicle's display devices, especially through a head-up display (HUD) directly in front of the steering wheel (e.g., displaying it along the lower edge, lower center, or the entire area of the windshield), ensuring that at least a portion of the second game screen and the user's primary interactive control devices are aligned (e.g., ...). Figure 2The dotted line in the image allows users to see a clear second game screen without turning their heads, thus enhancing the immersion and realistic control of in-car games.
[0048] In one alternative embodiment, please continue to refer to Figure 5 Step 013 includes: Step 0131: Display the second side window view via the side window; and / or Step 0132: Display the second rearview mirror image via the rearview mirror.
[0049] The display device also includes at least one of a side window (the number of side windows is not limited to 1 to 4, and can be more) and a rearview mirror. The first game screen includes at least one of the first side window screen and the first rearview mirror screen; correspondingly, the second game screen includes at least one of the second side window screen and the second rearview mirror screen. The first side window screen and the second side window screen refer to the visualization content of the game's side scene adapted to the display of the vehicle's side windows; the first rearview mirror screen and the second rearview mirror screen refer to the visualization content of the game's rear scene adapted to the display of the rearview mirror.
[0050] It is understandable that the side windows and rearview mirrors of a vehicle are the main perspectives for observing side road conditions, vehicles approaching from behind, and overtaking opportunities. In racing-type in-car games, users can continue to observe the side windows and / or rearview mirrors in real driving, and observe and judge the lane situation from multiple angles in order to adjust subsequent interactive operations on the input device.
[0051] Specifically, in racing games, game control commands generated based on interactive operations can determine the specific position and movement status of the virtual vehicle in the virtual environment at each moment. This allows the virtual driver to determine the virtual scene view (as the second side window view) that can be observed through the side windows of the virtual vehicle from the driver's seat (front left or front right) at each moment, as well as the virtual scene view observed through the rearview mirror of the virtual vehicle (as the second rearview mirror view).
[0052] After obtaining the exact second side window image and / or second rearview mirror image at each moment according to the game control instructions, the second side window image at the corresponding moment can be played directly on the inside of the side window that integrates a transparent display panel (such as an OLED transparent screen or a Mini / Micro LED transparent display panel). Alternatively, the second side window image can be projected onto the inside of the side window that is adapted with a high-reflection coating through a projection module (such as an in-vehicle short-throw projection module). Other methods are also possible, which are not limited here.
[0053] After obtaining the exact second rearview mirror image at each moment according to the game control instructions, the second rearview mirror image at the corresponding moment can be displayed in real time through the electronic rearview mirror. Other methods are also possible and are not limited here.
[0054] This effectively replicates the observation experience of a real vehicle, significantly enhancing the immersion and engagement of in-car games.
[0055] In one alternative embodiment, please continue to refer to Figure 5 Step 013 includes: Step 0133: Display the second game screen via the central control screen; and / or Step 0134: Display vehicle status data from the second game screen via the dashboard. The vehicle status data includes at least the vehicle speed.
[0056] Specifically, the display device includes at least one of a central control screen and an instrument panel. Based on game control commands, the specific position, orientation, and speed of virtual objects (such as virtual vehicles) within the virtual scene can be determined. This allows for the determination of specific information for the second game screen to be displayed on the central control screen, as well as the specific vehicle status data of the virtual object (such as vehicle speed, engine speed, battery level, remaining range, fuel level, warning lights, and whether the seatbelt is fastened). This enables the display of accurate images and information on the vehicle's central control screen and / or instrument panel.
[0057] For example, when users are playing racing games, the central control screen can display complete visual information such as the track, mini-map, and the positions of opponent vehicles, making it easy for users to observe the overall situation. The dashboard can also display vehicle status data such as the speed, engine RPM, and remaining battery power of the virtual vehicle in the game, allowing users to quickly and accurately obtain key information without turning their heads, thus balancing game operation and information acquisition efficiency.
[0058] This allows for split-screen display of the second game screen and some core data, simultaneously meeting the user's dual needs for global observation and precise information acquisition, thus optimizing the interactive experience of in-vehicle games.
[0059] Optionally, the second game screen also includes a second rear windshield screen, and the in-vehicle game control method further includes displaying the second rear windshield screen through the rear windshield. The second rear windshield screen refers to the visualization content of the game's rear scene adapted to the rear windshield display.
[0060] Specifically, in racing games, game control commands generated based on interactive operations can determine the virtual scene view (as a second rear windshield view) that the virtual driver can observe from the driver's seat (front left or front right) through the rear windshield of the virtual vehicle at each moment. This second rear windshield view can be displayed directly on the inside of the rear windshield, which integrates a transparent display panel (such as an OLED transparent screen or a Mini LED transparent display panel). Alternatively, it can be projected onto the inside of the rear windshield, which is coated with a high-reflectivity coating, using a projection module (such as an in-vehicle short-throw projection module). Other methods are also possible, and this application does not limit the specific methods used.
[0061] In one alternative embodiment, please refer to Figure 6 Step 012 includes steps 0121 and 0122, and the in-vehicle game control method also includes step 014, which will be explained in detail below.
[0062] Step 0121: Update the first game parameters based on the game control instructions to obtain the second game parameters; Step 0122: Generate the second game screen based on the second game parameters; Step 014: Perform a perception simulation operation using the vehicle's perception simulation device to create a vehicle environment that matches the second game parameters.
[0063] The game parameters are used to characterize the state of various virtual objects (such as virtual vehicles and virtual seats) and virtual scenes in the game. The first game parameter is the value before the update, and the second game parameter is the value after the update. The first game parameter matches the first game screen, and both correspond to the game progress at the same moment. The second game parameter matches the second game screen, and both correspond to the game progress at the same moment. Optionally, the second game parameter includes the state parameters of various virtual objects and the state parameters of the virtual scene in the game.
[0064] Among them, the perception simulation operation is an operation used to simulate the atmosphere (i.e., the game environment) of the virtual scene where virtual objects (such as virtual vehicles) are located.
[0065] Specifically, game control commands are generated based on user interactions, enabling control over the specific state changes (such as position, speed, and orientation) of virtual objects within a virtual scene. The state of the virtual object before the update and its surrounding virtual environment (corresponding to the first game parameter) are known. Furthermore, due to the change in game control commands, the specific game environment and state changes of the virtual object within the virtual scene (corresponding to the second game parameter) can be determined.
[0066] Changes in the state of virtual objects and their surrounding environment lead to changes in the game screen, thus updating the first game screen and generating the second, ensuring the continuity of game interaction. Furthermore, sensory simulation devices within the vehicle output tactile and auditory feedback to create a corresponding game environment inside the vehicle.
[0067] For example, during the user's experience of racing games, the game control commands are generated based on the user's interaction with input devices such as the steering wheel and accelerator pedal. This allows the virtual vehicle to determine its specific location and state in the virtual scene (such as the vehicle's speed, temperature, sound, and other environmental factors). Based on the vehicle's specific location and state, the game environment inside the vehicle is simulated.
[0068] In this way, by linking the second game parameters of multiple senses, a comprehensive immersive game environment can be constructed, allowing users to perceive the game scene simultaneously from multiple aspects such as vision, touch, hearing, and body sensation. This can effectively enhance the user's sense of immersion and realism during the game process and enrich the experience dimensions of in-vehicle games.
[0069] In one optional embodiment, the sensory simulation device includes at least one of: active suspension, seat, air conditioning, ambient lighting, and in-vehicle audio. Thus, by providing multi-dimensional sensory experiences through various sensory simulation devices, covering visual (such as game screen lighting effects), thermal (such as adjusting the air conditioning to simulate ambient temperature), auditory (such as adjusting the in-vehicle audio to simulate sound in a scene), and tactile (such as seat vibration and suspension adjustment to simulate vehicle bumps), the immersive experience of in-vehicle games is significantly enhanced.
[0070] In one optional embodiment, the sensing simulation device includes a first sensing simulation device and a second sensing simulation device. The first sensing simulation device is matched with a first communication protocol, and the second sensing simulation device is matched with a second communication protocol. The first and second communication protocols are different. For example, the first communication protocol is a combination of the CAN bus protocol and the DDS protocol, and the second communication protocol is the IEEE 802.4 protocol in VNET. In this way, adapting different communication protocols according to categories can avoid communication protocol conflicts and ensure efficient data transmission between various types of devices.
[0071] Optionally, the first perception simulation device includes at least one of an active suspension and a seat; the second perception simulation device includes at least one of an air conditioner, ambient lighting, and a vehicle audio system.
[0072] In one alternative embodiment, please refer to Figure 7 Step 014 includes: Step 0141: Control the vehicle's chassis attitude through active suspension to match the chassis attitude with the attitude parameters of the virtual chassis; and / or Step 0142: Control the posture of the seat so that the posture of the seat matches the posture parameters of the virtual seat.
[0073] The second game parameter includes the state parameters of various virtual objects in the game. The virtual objects include virtual vehicles, and the state parameters of the virtual vehicles include at least one of the posture parameters of the virtual chassis and the posture parameters of the virtual seats.
[0074] Specifically, in racing games, game control commands generated based on interactive operations can determine the specific position and movement status of the virtual vehicle in the virtual environment at each moment. This allows for the determination of the virtual vehicle's driving posture (such as tilt and bumpiness) at each moment, as well as the changes in the virtual driver's seating position (left front or right front). Consequently, it enables the determination of the virtual chassis's posture parameters and the virtual seat's posture parameters.
[0075] Based on the virtual chassis's attitude parameters (such as tilt angle and height), the active suspension is adjusted in real time to change the chassis's spatial attitude, simulating the driving posture of a virtual vehicle during cornering and bumpy road conditions, maintaining consistency with the virtual chassis's attitude parameters. Similarly, based on the virtual seat's attitude parameters (such as tilt), the seat's vibration frequency, backrest support, seat cushion height, and seatbelt tightness are adjusted to simulate the riding sensation under different driving conditions (such as collision vibrations and acceleration push-back sensations), maintaining consistency with the virtual seat's attitude parameters.
[0076] In this way, by adjusting the chassis and / or seats to reproduce realistic driving feedback, the user's sense of immersion in the operation can be enhanced.
[0077] In one alternative embodiment, please continue to refer to Figure 7 Step 014 includes: Step 0143: Control the air conditioning operation to match the temperature and airflow in the vehicle environment with the second thermal environment parameters; and / or Step 0144: Control the ambient lighting conditions to match the lighting conditions in the vehicle environment with the second visual environment parameters; and / or Step 0145: Control the operating conditions of the car audio system to match the sound conditions in the vehicle environment with the second auditory environment parameters.
[0078] The second game parameter includes the state parameters of the virtual scene in the game, which include at least one of the second visual environment parameter, the second thermal environment parameter, and the second auditory environment parameter.
[0079] Specifically, in racing games, game control commands generated based on interactive operations can determine the specific position and movement of the virtual vehicle in the virtual environment at each moment, thereby determining the temperature environment, wind speed environment, lighting environment, and sound environment in which the virtual vehicle is located at each moment, and further determining the second thermal environment parameters, second visual environment parameters, and second auditory environment parameters.
[0080] The air conditioning system is adjusted according to the secondary thermal environment parameters at various times, such as adjusting the air outlet temperature, airflow speed, and the on / off status of air vents in different locations, to simulate high-temperature hot air and low-temperature cold air environments, adapting to the virtual vehicle conditions in the game scene. The ambient lighting is adjusted according to the secondary visual environment parameters at various times, such as adjusting the light color, brightness, and flashing frequency, to simulate day and night and track atmosphere in the game scene. The car audio system is adjusted according to the secondary auditory environment parameters at various times, such as adjusting the sound content, volume, sound effect direction (stereo / surround sound), and sound quality, to reproduce various sounds in the game scene (such as engine sounds, wind sounds, collision sounds, track commentary, etc.).
[0081] In this way, by constructing an immersive gaming environment from dimensions such as temperature, wind speed, light, and / or sound, a multi-sensory collaborative experience can be formed, greatly enhancing the realism and immersion of in-vehicle games.
[0082] Alternatively, a game environment matching the second game parameters can be created using other devices. For example, steering resistance can be simulated using a steering wheel in the input device; braking resistance can be simulated using a brake in the input device.
[0083] Optionally, the second game parameters may include the posture parameters of the virtual chassis, the posture parameters of the virtual seat, the second visual environment parameters, the second thermal environment parameters, and the second auditory environment parameters. This allows the influence of the second game parameters to cover multiple dimensions of perception, including visual (such as game screen lighting and shadows, and lighting effects), thermal (such as adjusting the air conditioning to simulate ambient temperature), auditory (such as adjusting the in-car audio system to simulate sound in a scene), and tactile (such as seat vibration and suspension adjustment to simulate vehicle bumps), thereby significantly enhancing the immersive experience of in-car games.
[0084] In one alternative embodiment, please refer to Figure 8 Step 0121 includes: Step 01211: Send game control commands and current game progress data to the cloud; Step 01212: Obtain game update data generated by the cloud based on game control commands; Step 01213: Update the first game parameters based on the game update data to obtain the second game parameters.
[0085] Among them, the current game progress data refers to various data that record the status of virtual objects (such as virtual vehicles) operated by the user, level progress, and scene dynamics during the operation of the in-vehicle game, reflecting the real-time running status of the game.
[0086] Specifically, game control commands (such as steering, acceleration, and braking commands) generated by user interactions, along with current game progress data, are uploaded to the cloud via a network (such as 4G / 5G). Upon receiving the data, the cloud performs game logic calculations to generate updated game data (such as scene changes, virtual object states, and game screen information) and provides feedback. After receiving the updated game data, the first game screen can be updated to obtain the second game screen.
[0087] In this way, by leveraging cloud computing power to handle complex rendering and logical operations, the pressure on the in-vehicle hardware computing power can be reduced, enabling precise linkage between cloud game status and in-vehicle multi-sensory feedback, ensuring the timeliness and accuracy of second game parameter updates, improving the smoothness of second game screen updates, and supporting the operation of higher quality and more complex in-vehicle games.
[0088] Optionally, the game update data generated in the cloud based on game control commands needs to be completed within a certain time (e.g., 5ms) to ensure the smoothness of function response and reduce the display latency of the second game screen.
[0089] All of the above technical solutions can be combined in any way to form optional embodiments of this application, and will not be described in detail here.
[0090] Based on the method described in the above embodiments, this application also provides an in-vehicle game control device for performing the steps in the above-described in-vehicle game control method. Please refer to... Figure 9 , Figure 9 This is a schematic diagram of a vehicle-mounted game control device 200 provided in an embodiment of this application. The vehicle-mounted game control device 200 includes: The response generation module 201 is used to generate game control commands in response to interactive operations received by the vehicle's input device. Update module 202 is used to update the first game screen based on game control commands to obtain the second game screen; Display module 203 is used to display a second game screen on a display device in a vehicle. The display device includes at least a head-up display (HUD), and the screen displayed by the HUD is at least partially located in front of the vehicle's steering wheel.
[0091] It should be noted that the specific details of each module unit in the above-mentioned in-vehicle game control device have been described in detail in the embodiments of the above-mentioned in-vehicle game control method, and will not be repeated here.
[0092] In the embodiments of this application, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.
[0093] In one optional embodiment, the in-vehicle game control device in this application embodiment can be implemented in hardware, such as a component in the vehicle, such as an integrated circuit or a chip; the in-vehicle game control device can also be implemented in software, such as as an application installed in the vehicle.
[0094] This application also provides a vehicle, including a processor and a memory; the memory stores a computer program, and the processor calls the computer program stored in the memory to implement the various processes of the above-described embodiments of the in-vehicle game control method, and can achieve the same technical effect. To avoid repetition, it will not be described again here.
[0095] In one alternative embodiment, please refer to Figure 10 , Figure 10 This is a schematic diagram of the vehicle structure provided in the embodiments of this application. The electronic device 300 includes a processor 301 and a memory 302. The memory 302 stores a computer program 303 that can run on the processor 301. When the computer program 303 is executed by the processor 301, it implements the various processes of the embodiments of the above-described in-vehicle game control method and can achieve the same technical effect. To avoid repetition, it will not be described again here.
[0096] The vehicle also includes input devices and display devices, including a head-up display (HUD). The input devices are used to receive user interaction, and the display devices are used to display the game screen, with the game screen displayed on the HUD located at least partially in front of the steering wheel of the input devices.
[0097] Optionally, the input device includes at least one of a steering wheel, accelerator pedal, brake, and gear shifting device. The input device may also include, but is not limited to, intelligent voice control devices, turn signal control levers, and touch-screen displays. The display device may also include, but is not limited to, a central control screen, instrument panel, side windows, rearview mirrors, and rear windshield. This application embodiment does not limit the scope of the display device.
[0098] Optionally, the vehicle may also include, but is not limited to, the following equipment: central control screen, instrument panel, active suspension, seats, air conditioning, ambient lighting, and car audio, in order to simulate the in-vehicle environment as the environment in which virtual objects (such as virtual vehicles) in a game are located. This application embodiment does not limit this.
[0099] This application also provides a computer-readable storage medium storing a computer program. When the computer program is executed by a processor, it implements the various processes of the above-described embodiments of the in-vehicle game control method and achieves the same technical effect. To avoid repetition, it will not be described again here.
[0100] The processor can be the processor in the vehicle described in the above embodiments. The computer-readable storage medium can be a computer read-only memory (ROM), random access memory (RAM), magnetic disk, or optical disk, etc.
[0101] Computer-readable media can include computer storage media and communication media. Computer storage media includes volatile and non-volatile, removable and non-removable media implemented by any method or technology for storing information such as computer-readable instructions, data structures, program modules, or other data. Computer storage media include RAM, ROM, erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other solid-state storage technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape cassettes, magnetic tape, disk storage, or other magnetic storage devices. Of course, those skilled in the art will recognize that computer storage media are not limited to the above-mentioned types.
[0102] This application also provides a computer program product, including computer instructions, which, when executed by a processor, implement the aforementioned in-vehicle game control method. The processor may be the processor in the vehicle described in the above embodiments. When the computer instructions are executed by the processor, they implement the various processes of the embodiments of the aforementioned in-vehicle game control method and achieve the same technical effects; therefore, to avoid repetition, they will not be described again here.
[0103] It is understood that in the specific implementation of this application, data related to user identity or characteristics is involved. When the above embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.
[0104] In the description of this specification, the references to terms such as "certain embodiments," "an alternative embodiment," and "exemplarily" indicate that a specific feature, structure, material, or characteristic described in connection with an embodiment or example is included in at least one embodiment or example of this application. In this specification, the illustrative expressions of the above terms do not necessarily refer to the same embodiment or example. Furthermore, the specific features, structures, materials, or characteristics described may be combined in any suitable manner in one or more embodiments or examples. Moreover, without contradiction, those skilled in the art can combine and integrate the different embodiments or examples described in this specification, as well as the features of different embodiments or examples.
[0105] Any process or method description in the flowchart or otherwise herein can be understood as representing a module, segment, or portion of code comprising one or more executable instructions for implementing a particular logical function or process, and the scope of the preferred embodiments of this application includes additional implementations in which functions may be performed not in the order shown or discussed, including substantially simultaneously or in reverse order according to the functions involved, as should be understood by those skilled in the art to which embodiments of this application pertain.
[0106] Although embodiments of this application have been shown and described, those skilled in the art will understand that various changes, modifications, substitutions and alterations can be made to these embodiments without departing from the principles and spirit of this application, the scope of which is defined by the claims and their equivalents.
Claims
1. A method for controlling in-vehicle games, characterized in that, include: In response to interactive operations received by the vehicle's input devices, game control commands are generated; The first game screen is updated based on the game control instructions to obtain the second game screen; The second game screen is displayed on the vehicle's display device, the display device including at least a head-up display, the screen displayed by the head-up display being at least partially located in front of the vehicle's steering wheel.
2. The in-vehicle game control method according to claim 1, characterized in that, The first game screen is updated based on the game control instructions to obtain the second game screen, including: The first game parameters are updated based on the game control instructions to obtain the second game parameters; The second game screen is generated based on the second game parameters; The method further includes: The vehicle's perception simulation device is used to perform perception simulation operations to create a vehicle environment that matches the second game parameters.
3. The method according to claim 2, characterized in that, The sensing simulation device includes at least one of the following: Active suspension, seats, air conditioning, ambient lighting, and in-car audio system.
4. The in-vehicle game control method according to claim 3, characterized in that, The second game parameters include state parameters of various virtual objects in the game, including virtual vehicles. The state parameters of the virtual vehicles include at least one of the posture parameters of the virtual chassis and the posture parameters of the virtual seats. The step of performing perception simulation operations through the vehicle's perception simulation device to create a vehicle environment matching the updated second game parameters includes: The vehicle's chassis attitude is controlled by the active suspension to match the chassis attitude with the attitude parameters of the virtual chassis; and / or The posture of the seat is controlled so that the posture of the seat matches the posture parameters of the virtual seat.
5. The in-vehicle game control method according to claim 3, characterized in that, The second game parameters include state parameters of the virtual scene in the game, wherein the state parameters of the virtual scene include at least one of a second visual environment parameter, a second thermal environment parameter, and a second auditory environment parameter; the step of performing a perception simulation operation through the vehicle's perception simulation device to create a vehicle environment matching the updated second game parameters includes: Control the operation of the air conditioner to match the temperature and wind speed in the vehicle environment with the second thermal environment parameters; and / or Control the ambient lighting conditions to match the lighting conditions in the vehicle environment with the second visual environment parameters; and / or The operating conditions of the vehicle audio system are controlled so that the sound conditions in the vehicle environment match the second auditory environment parameters.
6. The in-vehicle game control method according to claim 1, characterized in that, The display device further includes at least one of a side window and a rearview mirror, the second game screen includes at least one of a second side window screen and a second rearview mirror screen, and displaying the second game screen on the vehicle's display device includes: The second side window image is displayed through the side window; and / or The second rearview mirror image is displayed through the rearview mirror.
7. The in-vehicle game control method according to claim 1, characterized in that, The input device includes at least one of a steering wheel, accelerator pedal, brake, and gear shifting device.
8. A vehicle-mounted virtual gaming device, characterized in that, include: The response generation module is used to generate game control commands in response to interactive operations received by the vehicle's input devices. An update module is used to update the first game screen based on the game control instructions to obtain the second game screen; A display module is used to display the second game screen on a display device in the vehicle, the display device including at least a head-up display, the screen displayed by the head-up display being at least partially located in front of the steering wheel of the vehicle.
9. A vehicle, characterized in that, It includes a processor and a memory; the memory stores a computer program, and the processor executes the in-vehicle game control method as described in any one of claims 1-7 by calling the computer program stored in the memory.
10. A computer-readable storage medium, characterized in that, The system contains a computer program that, when executed by a processor, implements the in-vehicle game control method as described in any one of claims 1-7.
Citation Information
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