Game peripheral somatosensory simulation method and system based on wireless micro-current pulse

By using wireless microcurrent pulse technology, game events can be identified in real time and precise tactile feedback can be generated, solving the problem of inaccurate control of vibration waveforms in traditional game peripheral motion simulation methods, thus improving the realism and adaptability of the game experience.

CN121513439AInactive Publication Date: 2026-02-13SHENZHEN HUAYIXIANG ELECTRONICS CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202511672558.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-11-14
Publication Date
2026-02-13
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Traditional gaming peripheral motion-sensing simulation methods rely on mechanical vibration motors, which cannot accurately control the vibration waveform, resulting in a poor user experience and an inability to simulate fine tactile sensations.

Method used

A motion-sensing simulation method for game peripherals based on wireless microcurrent pulses is adopted. By receiving game data streams in real time, identifying event types, intensity and virtual coordinates, constructing a microcurrent mapping rule base, calculating the spatial matching index, and generating microcurrent pulse signals, accurate tactile feedback is achieved.

Benefits of technology

It enhances the realism and adaptability of motion-sensing simulation for game peripherals, provides rich and delicate tactile textures, enhances players' spatial perception and immersion, and achieves a high degree of synchronization between vision, hearing and touch.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN121513439A_ABST
    Figure CN121513439A_ABST
Patent Text Reader

Abstract

The invention relates to the field of microelectronics, and discloses a game peripheral somatosensory simulation method and system based on wireless micro-current pulses, and the method comprises the steps: receiving an original data stream of a game application program in real time to recognize a game event of the game application program, and extracting a logic parameter of the game event; constructing a micro-current mapping rule base of the logic parameters to convert the logic parameters into micro-current control parameters; determining somatosensory mapping area configuration information of the game peripheral equipment corresponding to the game application program, calculating a space matching index of the event occurrence virtual coordinates and the somatosensory mapping area configuration information to determine a target somatosensory area of the game peripheral equipment, and configuring a micro-current pulse network of the target somatosensory area; generating a wireless control instruction of the micro-current pulse network so as to generate a micro-current pulse signal of the micro-current pulse network; and simulating the tactile texture of the game application program so as to execute somatosensory simulation of the game peripheral equipment. According to the invention, the authenticity and adaptability of game peripheral somatosensory simulation can be improved.
Need to check novelty before this filing date? Find Prior Art

Description

TECHNICAL FIELD

[0001] The application relates to a wireless micro-current pulse-based game peripheral somatosensory simulation method and system, and belongs to the microelectronic field. BACKGROUND

[0002] Game peripheral somatosensory simulation refers to a technology of reproducing the body sensations such as touch and force sensation brought by events in a game on the player's body through physical stimulation means by using special hardware devices (peripherals), and the core goal thereof is to create an immersive tactile illusion beyond vision and hearing, so that the player can not only see and hear the game world but also feel it.

[0003] The traditional game peripheral somatosensory simulation method mainly relies on a mechanical vibration motor, and a game console or PC sends a simple "start vibration" and "stop vibration" command to the handle, and the vibration intensity can usually be adjusted (by changing the voltage), but the waveform of the vibration cannot be accurately controlled. This method will lose and distort the signal in the mechanical transmission process, and cannot simulate fine touch, thereby resulting in poor user experience. SUMMARY

[0004] The application provides a wireless micro-current pulse-based game peripheral somatosensory simulation method and system, which aims to improve the authenticity and adaptability of game peripheral somatosensory simulation.

[0005] To achieve the above-mentioned purpose, the application provides a wireless micro-current pulse-based game peripheral somatosensory simulation method, which comprises the following steps: Real-time receiving of an original data stream of a game application program to identify game events of the game application program and extract logical parameters of the game events, wherein the logical parameters comprise event type, event intensity and event occurrence virtual coordinates; Construction of a micro-current mapping rule library of the logical parameters to convert the logical parameters into micro-current control parameters, wherein the micro-current control parameters comprise micro-current pulse waveform, fundamental wave frequency, current intensity gear and stimulation duration; Determination of somatosensory mapping area configuration information of a game peripheral device corresponding to the game application program, calculation of a spatial matching index of the event occurrence virtual coordinates and the somatosensory mapping area configuration information to determine a target somatosensory area of the game peripheral device, and configuration of a micro-current pulse network of the target somatosensory area; Generation of a wireless control instruction of the micro-current pulse network based on the micro-current control parameters, analysis of the wireless control instruction to obtain analysis parameters, and generation of a micro-current pulse signal of the micro-current pulse network; Simulation of the tactile texture of the game application program based on the micro-current pulse signal to perform somatosensory simulation of the game peripheral device.

[0006] Optionally, calculating the spatial matching index between the virtual coordinates of the event occurrence and the haptic mapping area configuration information includes: Extract the game space boundary of the motion-sensing mapping area corresponding to the motion-sensing mapping area configuration information; Based on the game space boundary, calculate the boundary components of the motion-sensing mapping area and the virtual coordinates of the event occurrence; Calculate the proximity component and orientation consistency component between the somatosensory mapping area and the virtual coordinates of the event occurrence; Determine the visibility weight, type weight, and state weight of the game event corresponding to the virtual coordinates where the event occurred; Based on the intra-edge component, the proximity component, the orientation consistency component, the visibility weight, the type weight, and the state weight, calculate the spatial matching index between the virtual coordinates of the event occurrence and the configuration information of the somatosensory mapping area.

[0007] Optionally, calculating the proximity component and orientation consistency component between the somatosensory mapping region and the virtual coordinates of the event occurrence includes: Identify the region center of the somatosensory mapping area; Determine the radius of influence of the somatosensory mapping region; Calculate the Euclidean distance between the center of the region and the virtual coordinates of the event occurrence; Based on the region's influence radius and the Euclidean distance, calculate the proximity component between the somatosensory mapping region and the virtual coordinates of the event occurrence; Based on the virtual coordinates of the event occurrence, analyze the event direction of the game event corresponding to the virtual coordinates of the event occurrence; Determine the direction of the center of the somatosensory mapping area; Based on the direction of the center of the region and the direction of the event, calculate the directional consistency component between the somatosensory mapping region and the virtual coordinates of the event occurrence.

[0008] Optionally, identifying game events of the game application includes: The raw data stream corresponding to the game application is standardized to obtain a standardized data stream; Obtain the game protocol of the game application; Based on the game protocol, construct reverse parsing code for the standardized data stream; Based on the reverse parsing code, the standardized data stream is parsed into structured data; Construct the event mapping table for the game application; Determine a game event of the game application based on the event mapping table and the structured data.

[0009] Optionally, the constructing the micro-current mapping rule library of the logical parameter comprises: Constructing a mapping framework of the logical parameter; Determining a safety constraint condition of the mapping framework; Defining a waveform type, a frequency effective range, a current value range and a duration range of the mapping framework according to the safety constraint condition; Constructing a micro-current mapping logic of the mapping framework based on the waveform type, the frequency effective range, the current value range and the duration range; Integrating a micro-current mapping rule library of the logical parameter according to the micro-current mapping logic.

[0010] Optionally, the determining the somatosensory mapping area configuration information of the game application corresponding game peripheral device comprises: Identifying a touch point of the game peripheral device; Constructing a touch point distribution map of the game peripheral device according to the touch point; Defining a somatosensory mapping rule of the game peripheral device based on the touch point distribution map; Dividing a somatosensory mapping area of the game peripheral device according to the somatosensory mapping rule; Generating the somatosensory mapping area configuration information of the game peripheral device based on the somatosensory mapping area.

[0011] Optionally, the configuring the micro-current pulse network of the target somatosensory area comprises: Identifying a physical node of the target somatosensory area; Configuring a micro-current pulse generator of the target somatosensory area based on the physical node; Defining a basic pulse parameter and a dynamic pulse behavior of the micro-current pulse generator; Constructing a safety boundary of the micro-current pulse generator; Determining a connection network and a communication protocol of the micro-current pulse generator; Constructing the micro-current pulse network of the target somatosensory area according to the connection network, the communication protocol, the safety boundary, the basic pulse parameter and the dynamic pulse behavior.

[0012] Optionally, the generating the wireless control instruction of the micro-current pulse network based on the micro-current control parameter comprises: Defining an instruction data structure of the micro-current pulse network; Based on the microcurrent control parameters, a control data block for each microcurrent pulse generator in the microcurrent pulse network is constructed. Add a redundancy check code and a security check code to the control data block; Based on the instruction data structure, the redundancy check code, the security check code, and the control data block are integrated to obtain a structured instruction; The structured instructions are serialized to obtain serialized instructions; The serialized instructions are encapsulated using a wireless protocol to obtain wireless control instructions.

[0013] Optionally, parsing the wireless control command to obtain parsing parameters includes: Identify the start bit of the wireless control command; Based on the instruction start bit, verify the instruction header of the wireless control instruction; When the command header does not conform to the preset command header standard, the execution rejection parameter of the wireless control command is output. When the instruction header conforms to the instruction header standard, the CRC value of the wireless control instruction is calculated; When the CRC value and the redundancy check code corresponding to the wireless control command are inconsistent, the execution stop parameter of the wireless control command is output. When the CRC value and the redundancy check code are consistent, read the device identification parameter of the wireless control command; Based on the device identification parameters, calculate the consistency coefficient between the key in the microcurrent pulse generator corresponding to the wireless control command and the security check code corresponding to the wireless control command; When the consistency coefficient is not equal to 1, the termination execution parameter of the wireless control command is output. When the consistency coefficient is equal to 1, the key control parameters of the corresponding microcurrent pulse generator in the wireless control command are extracted, wherein the key control parameters include: waveform parameters, frequency parameters and time parameters; The parameters for refusal to execute, termination of execution, device identification, termination of execution, and key control parameters are integrated into the parsing parameters of the wireless control command.

[0014] To address the aforementioned problems, the present invention also provides a motion-sensing simulation system for game peripherals based on wireless microcurrent pulses, the system comprising: The logic parameter extraction module is used to receive the raw data stream of the game application in real time, identify the game events of the game application, and extract the logic parameters of the game events, wherein the logic parameters include event type, event intensity, and virtual coordinates of the event occurrence; The control parameter mapping module is configured to construct a micro-current mapping rule library of the logical parameters, so as to convert the logical parameters into micro-current control parameters, wherein the micro-current control parameters include a micro-current pulse waveform, a fundamental wave frequency, a current intensity level and a stimulation duration. The pulse network construction module is configured to determine haptic mapping area configuration information of a game application corresponding game peripheral device, calculate a spatial matching index of the event occurrence virtual coordinates and the haptic mapping area configuration information, so as to determine a target haptic area of the game peripheral device, and configure a micro-current pulse network of the target haptic area. The pulse signal generation module is configured to generate a wireless control instruction of the micro-current pulse network based on the micro-current control parameters, analyze the wireless control instruction to obtain analysis parameters, and generate a micro-current pulse signal of the micro-current pulse network. The haptic simulation module is configured to simulate a tactile texture of the game application based on the micro-current pulse signal, so as to perform haptic simulation of the game peripheral device.

[0015] Compared with the problems in the background art, the application realizes revolutionary improvement of haptic simulation effect of a game peripheral device by constructing a complete and closed real-time processing link from game data to haptic perception, fundamentally understands the dynamics of a game world by analyzing game original data stream in real time and extracting logical parameters including event type, intensity and virtual coordinates, ensures accuracy and high correlation of haptic feedback by using the event logic-based identification method, and avoids the problem of disconnection between feedback and game state in traditional methods; secondly, the abstract game logical parameters are accurately converted into specific micro-current control parameters by constructing a micro-current mapping rule library, so as to realize quantitative and controllable mapping from digital information to physical perception, which enables the system to simulate extremely rich and delicate tactile textures, far beyond the single feedback provided by traditional vibration motors; thirdly, the target haptic area is intelligently positioned and the corresponding pulse network is configured by calculating the spatial matching index of the virtual coordinates and the device haptic mapping area, so that the haptic is no longer a global vibration without direction, but a precise stimulation with clear source and direction, which greatly enhances the spatial perception and immersion of the player; finally, high-fidelity haptic information is transmitted to the user in real time and low delay by generating a wireless control instruction and analyzing it into a micro-current pulse signal, the whole process realizes high synchronization of vision, hearing and touch, and builds a multi-modal coordinated and unified perception environment, so that the player can truly perceive the material, texture, interactive mechanics and environment atmosphere of the virtual world through touch, thereby obtaining unprecedented depth of immersion and interactive reality. Therefore, the game peripheral haptic simulation method based on wireless micro-current pulse provided by the embodiments of the application can improve the authenticity and adaptability of game peripheral haptic simulation. BRIEF DESCRIPTION OF DRAWINGS

[0016] Figure 1 FIG. 1 shows a flowchart of a game peripheral somatosensory simulation method based on wireless micro-current pulse according to an embodiment of the present application.

[0017] Figure 2 FIG. 2 shows a block diagram of a game peripheral somatosensory simulation system based on wireless micro-current pulse according to an embodiment of the present application.

[0018] The object, features and advantages of the present application will be further illustrated in conjunction with embodiments and with reference to the accompanying drawings. DETAILED DESCRIPTION

[0019] It should be understood that the specific embodiments described herein are merely illustrative of the present application and are not intended to limit the present application.

[0020] An embodiment of the present application provides a game peripheral somatosensory simulation method based on wireless micro-current pulse. The execution subject of the game peripheral somatosensory simulation method based on wireless micro-current pulse includes, but is not limited to, at least one of electronic devices capable of being configured to execute the method provided by the embodiment of the present application, such as a server and a terminal. In other words, the game peripheral somatosensory simulation method based on wireless micro-current pulse can be executed by software or hardware installed in a terminal device or a server device. The server includes, but is not limited to, a single server, a server cluster, a cloud server or a cloud server cluster, etc.

[0021] Reference Figure 1 FIG. 1 shows a flowchart of a game peripheral somatosensory simulation method based on wireless micro-current pulse according to an embodiment of the present application. In the embodiment, the game peripheral somatosensory simulation method based on wireless micro-current pulse includes: S1, real-time receiving an original data stream of a game application program to identify a game event of the game application program and extract a logical parameter of the game event, wherein the logical parameter includes an event type, an event intensity and an event occurrence virtual coordinate.

[0022] The embodiment of the present application can achieve millisecond-level monitoring and response to the full-dimension state of the game by real-time receiving the original data stream of the game application program, thereby providing core data support for real-time data services and finally serving game operation analysis, user experience enhancement and third-party ecological integration. The original data stream refers to bottom-layer, structured and unrendered digital information directly generated by a game engine and an application logic layer of a game application program during the running of the game application program, which is used to maintain the virtual world state and drive the game progress.

[0023] The embodiment of the application can discretize continuous and simulated game processes into a series of logical events with timestamps, which can be processed and queried by a computer, by identifying game events of the game application, to realize formalization of game states. The game events refer to discrete state changes with clear start boundaries and semantic meanings triggered by multiple conditions in the logical layer of the game application, such as battle-related events, game progress events, and player behavior events.

[0024] As an embodiment of the application, the identification of the game events of the game application includes: standardizing the original data stream corresponding to the game application to obtain a standardized data stream; obtaining a game protocol of the game application; constructing reverse analysis code of the standardized data stream based on the game protocol; parsing the standardized data stream into structured data according to the reverse analysis code; constructing an event mapping table of the game application; determining the game events of the game application based on the event mapping table and the structured data.

[0025] The standardized data stream refers to a unified, regular, and easy-to-analyze data format formed after a series of preprocessing of the original data stream generated by the game application. The game protocol refers to a set of rules and specifications followed by the game client and the server when communicating, which defines the structure of the data packet, the meaning of the field, the type of the command, and the order of data interaction. The reverse analysis code refers to a program specially written based on the analyzed game protocol, which automatically translates the standardized data stream into data understandable by humans or processable by machines. The structured data refers to data with clear format and semantics obtained after the standardized data stream is processed by the reverse analysis code. The event mapping table refers to a rule configuration set for mapping the underlying, specific, and scattered structured data into high-level, abstract, and business-meaning game events.

[0026] Optionally, the game protocol can be obtained by a game script engine reverse method, such as unluac, luadec, etc.

[0027] Optionally, the reverse analysis code can be constructed by a protocol description language, such as C language, Python, Java, etc.

[0028] Optionally, the event mapping table can be constructed by a sequential pattern mining algorithm, such as PrefixSpan, SPADE, etc.

[0029] The embodiment of the present application can realize the standardization and quantification of event data by extracting the logical parameters of the game events, and provide a structured basis for accurate query, spatial analysis and behavior pattern recognition. The logical parameters refer to the structured data fields extracted from the game events and used for quantitatively describing the event attributes. The event type refers to the qualitative classification of the game events, such as player being hit, releasing skills, obtaining gold coins, sending chats, etc. The event intensity refers to the quantitative measurement of the game events, and is used for describing the 'power','scale' or 'importance' of the event, such as damage value, game prop transaction value, task reward, etc. The event occurrence virtual coordinate refers to the accurate position information of the event in the three-dimensional space of the game world, such as hit coordinates, attack coordinates, etc.

[0030] S2, a micro-current mapping rule library of the logical parameters is constructed to convert the logical parameters into micro-current control parameters, wherein the micro-current control parameters include a micro-current pulse waveform, a fundamental frequency, a current intensity level and a stimulation duration.

[0031] The embodiment of the present application can realize accurate translation from virtual game events to physical somatosensory feedback by constructing the micro-current mapping rule library of the logical parameters, so as to provide characteristicized tactile feedback according to event semantics and realize body positioning stimulation through spatial mapping. The micro-current mapping rule library refers to a rule library for converting an input game event logical parameter into physical control parameters for driving a micro-current stimulation device.

[0032] As an embodiment of the present application, the construction of the micro-current mapping rule library of the logical parameters includes: constructing a mapping framework of the logical parameters; determining safety constraint conditions of the mapping framework; defining a waveform type, a frequency effective range, a current value range and a duration range of the mapping framework according to the safety constraint conditions; constructing a micro-current mapping logic of the mapping framework based on the waveform type, the frequency effective range, the current value range and the duration range; integrating the micro-current mapping rule library of the logical parameters according to the micro-current mapping logic.

[0033] The mapping framework refers to a system architecture blueprint that defines inputs, outputs, processing components, and data flow among them. The safety constraint refers to the absolute limit value of hardware and software that cannot be exceeded to ensure user physiological safety. The waveform type refers to the geometric shape type of the micro-current pulse, such as square, sine wave, sawtooth wave, etc. The frequency effective range refers to the number of pulse repetitions per second, such as 1Hz-150Hz. The current value range refers to the physical quantity range of stimulation intensity, such as 0.1mA-2mA. The duration range refers to the time length from the start to the end of a single stimulation, such as 50ms-3s. The micro-current mapping logic refers to a series of specific, executable algorithms, functions, and lookup tables.

[0034] Optionally, the mapping framework of the logical parameters can be constructed through reinforcement learning, such as Q-Learning or Policy Gradients algorithm.

[0035] Optionally, the micro-current mapping logic of the mapping framework can be constructed through NLP models, such as Word2Vec or BERT, etc.

[0036] The embodiment of the present application can realize cross-modal conversion from virtual signals to physical stimulation by converting the logical parameters into micro-current control parameters, establishing an accurate control link between software and hardware, and thus generating differentiated somatosensory feedback according to event semantics and achieving multi-channel coordinated stimulation through spatial positioning. The micro-current control parameter refers to a set of physical quantity instructions for accurately driving the micro-current stimulation device and defining its output characteristics. The micro-current pulse waveform refers to the shape profile of the current change over time of a single stimulation pulse. The fundamental frequency refers to the number of micro-current pulse repetitions per second. The current intensity level refers to the discretized classification of output current size. The stimulation duration refers to the effective action time length of a single stimulation pulse or pulse sequence.

[0037] S3, determine the somatosensory mapping area configuration information of the game application corresponding game peripheral device, calculate the spatial matching index of the event occurrence virtual coordinate and the somatosensory mapping area configuration information, to determine the target somatosensory area of the game peripheral device, and configure the micro-current pulse network of the target somatosensory area.

[0038] The embodiment of the application can establish the coordinate correspondence between the virtual space and the physical device by determining the somatosensory mapping area configuration information of the game application corresponding to the game peripheral device, realize accurate somatosensory positioning and device-independent abstraction layer, ensure the spatial consistency of somatosensory feedback through a multi-channel cooperative working mechanism, and provide configurable mapping rules and dynamic adaptation capability, thereby laying a technical foundation for somatosensory debugging and calibration and industry standardization interface. The somatosensory mapping area configuration information refers to a structured data set defining all available somatosensory feedback areas on the game peripheral device and their correspondence with the game virtual space.

[0039] As an embodiment of the application, the determination of the somatosensory mapping area configuration information of the game application corresponding to the game peripheral device comprises: identifying the touch points of the game peripheral device; constructing a touch point distribution map of the game peripheral device according to the touch points; defining the somatosensory mapping rules of the game peripheral device based on the touch point distribution map; dividing the somatosensory mapping areas of the game peripheral device according to the somatosensory mapping rules; generating the somatosensory mapping area configuration information of the game peripheral device based on the somatosensory mapping areas.

[0040] The touch point refers to the smallest physical unit on the game peripheral hardware that can independently receive control instructions and produce micro-current stimulation. The touch point distribution map refers to a topological structure map describing the physical space position and connection relationship of all touch points on the game peripheral. The somatosensory mapping rules refer to a set of high-level logical criteria for defining how to convert abstract concepts in the game world into operation modes for the touch point distribution map. The somatosensory mapping area refers to a logical touch unit with specific functional significance divided on the touch point distribution map according to the somatosensory mapping rules.

[0041] Optionally, the touch point distribution map of the game peripheral device can be constructed through machine learning techniques such as CNN, RNN or Transformer, etc.

[0042] Optionally, the somatosensory mapping rules of the game peripheral device can be defined through reinforcement learning techniques such as PPO, SAC, etc.

[0043] The embodiment of the present application can realize quantitative evaluation of spatial position by calculating the spatial matching index of the event occurrence virtual coordinate and the somatosensory mapping area configuration information, provide basis for accurate selection of target area and dynamic modulation of stimulation intensity, support multi-region collaborative triggering and complex spatial relationship processing through quantitative correlation, realize smooth transition of feedback effect and simulation of advanced special effects, establish fault tolerance mechanism, and provide technical basis for adaptive optimization and data-driven improvement of mapping system. The spatial matching index refers to a numerical index for quantitatively evaluating the correlation degree of the event occurrence virtual coordinate and the somatosensory mapping area in space.

[0044] As an embodiment of the present application, the calculation of the spatial matching index of the event occurrence virtual coordinate and the somatosensory mapping area configuration information includes: extracting the game space boundary of the somatosensory mapping area corresponding to the somatosensory mapping area configuration information; based on the game space boundary, calculating the boundary component of the somatosensory mapping area and the event occurrence virtual coordinate; calculating the proximity component and the direction consistency component of the somatosensory mapping area and the event occurrence virtual coordinate; determining the visibility weight, type weight and state weight of the game event corresponding to the event occurrence virtual coordinate; according to the boundary component, the proximity component, the direction consistency component, the visibility weight, the type weight and the state weight, calculating the spatial matching index of the event occurrence virtual coordinate and the somatosensory mapping area configuration information.

[0045] The game space boundary refers to a geometric space range drawn for a somatosensory mapping area in a game world coordinate system, which is used to determine whether a coordinate point belongs to the area. The boundary component refers to a binary index used to determine whether the event occurrence virtual coordinate is strictly located within the game space boundary of the somatosensory mapping area. The proximity component refers to a continuous and decaying numerical value used to quantify the proximity degree of the event occurrence virtual coordinate and the somatosensory mapping area in spatial distance. The direction consistency component refers to a continuous numerical value used to quantify the consistency degree of the direction of the event occurrence virtual coordinate relative to the player and the direction represented by the somatosensory mapping area. The visibility weight refers to a coefficient used to adjust the prominence of somatosensory feedback according to whether the event occurrence virtual coordinate is within the current screen field of view of the player. The type weight refers to a coefficient used to adjust the baseline intensity of somatosensory feedback based on the type of game event. The state weight refers to a coefficient used to dynamically adjust the global somatosensory feedback intensity according to the current state of the player.

[0046] Optionally, the visibility weight, type weight, and state weight of the game event corresponding to the virtual coordinates of the event occurrence can be determined by an attention model, such as Bahdanau attention or Luong attention.

[0047] As another implementation, the spatial matching index is calculated using the following formula:

[0048] in, Indicates the virtual coordinates of the event occurrence and the first Spatial matching index of the individual sense mapping region Indicates the virtual coordinates of the event occurrence and the first The proximity component of the individual perception mapping region, The weights of the proximity components are represented. Indicates the virtual coordinates of the event occurrence and the first The directional consistency component of the individual perception mapping region. The weights represent the directional consistency components. Indicates the virtual coordinates of the event occurrence and the first Intra-marginal components of the individual perception mapping region This represents the weight of the components within the edge. Indicates visibility weight, Indicates type weight, Represents the state weight.

[0049] It needs to be explained that in this application, the formula... This represents the weight of the proximity component, with a value range of (0,1). The weights of the directional consistency components are represented, and their values ​​range from (0,1). This represents the weight of the component within the edge, with a value range of (0,1), and satisfies... .

[0050] Optionally, calculating the proximity component and orientation consistency component between the somatosensory mapping region and the virtual coordinates of the event occurrence includes: Identify the region center of the somatosensory mapping area; Determine the radius of influence of the somatosensory mapping region; Calculate the Euclidean distance between the center of the region and the virtual coordinates of the event occurrence; Based on the region's influence radius and the Euclidean distance, calculate the proximity component between the somatosensory mapping region and the virtual coordinates of the event occurrence; Based on the virtual coordinates of the event occurrence, analyze the event direction of the game event corresponding to the virtual coordinates of the event occurrence; determining a region center direction of the somatic mapping region; calculating a direction consistency component of the somatic mapping region and the event occurrence virtual coordinate based on the region center direction and the event direction.

[0051] wherein the region center refers to a reference origin defined for the somatic mapping region in the game world coordinate system for distance and direction calculation. The region influence radius refers to a length parameter defining the perception influence range of the somatic mapping region. The Euclidean distance refers to the straight-line distance between the event occurrence virtual coordinate and the region center. The event direction refers to a normalized vector pointing from the player character position to the event occurrence virtual coordinate. The region center direction refers to a normalized vector pointing from the player character position to the region center.

[0052] Optionally, the Euclidean distance between the region center and the event occurrence virtual coordinate can be calculated by the Euclidean distance formula.

[0053] Optionally, the event direction of the game event can be analyzed by dynamic direction analysis of event trajectory prediction, such as using Kalman filter or simple linear regression analysis of the time trajectory of the game event to determine the event direction of the game event.

[0054] As another embodiment, the proximity component is calculated by the following formula:

[0055] wherein, represents the edge distance component between the event occurrence virtual coordinate and the corresponding region center of the first somatic mapping region, represents the edge distance component between the event occurrence virtual coordinate and the corresponding region center of the first somatic mapping region, represents the exponential function with base e, represents the Euclidean distance between the event occurrence virtual coordinate and the corresponding region center of the first somatic mapping region, represents the region influence radius of the corresponding region center of the first somatic mapping region, represents the region influence radius of the corresponding region center of the first somatic mapping region, represents the distance decay coefficient. It needs to be explained that in the present application, the distance decay coefficient in the formula represents the distance decay coefficient, which refers to an adjustment parameter controlling the speed of the spatial matching index decaying with the increase of distance, with a value range of (0.5, 5). The greater the distance decay coefficient, the faster the somatic feedback decays with the increase of distance, and the more concentrated the feedback range.

[0056] It needs to be explained that in the present application, the distance decay coefficient in the formula represents the distance decay coefficient, which refers to an adjustment parameter controlling the speed of the spatial matching index decaying with the increase of distance, with a value range of (0.5, 5). The greater the distance decay coefficient, the faster the somatic feedback decays with the increase of distance, and the more concentrated the feedback range.

[0057] ​​The embodiment of the application can realize spatial positioning feedback by determining the target somatosensory area of the game peripheral device, accurately map virtual events to specific positions of the physical device, and provide accurate execution targets for micro-current stimulation.

[0058] Optionally, the target somatosensory area of the game peripheral device can be determined by reinforcement learning techniques such as PPO, DQN, and the like.

[0059] The embodiment of the application can realize accurate output and multi-channel independent control of physical stimulation by configuring the micro-current pulse network of the target somatosensory area, generate complex stimulation patterns, and ensure safe and controllable current output, while achieving millisecond-level real-time response and optimizing energy consumption management. The micro-current pulse network refers to a collaborative stimulation system composed of hardware circuit, control unit and software driver, which is used to convert digital control parameters into safe physical micro-current stimulation and accurately execute on the target somatosensory area.

[0060] As an embodiment of the application, the micro-current pulse network configured for the target somatosensory area includes: identifying physical nodes of the target somatosensory area; configuring micro-current pulse generators of the target somatosensory area based on the physical nodes; defining basic pulse parameters and dynamic pulse behaviors of the micro-current pulse generators; constructing safety boundaries of the micro-current pulse generators; determining connection networks and communication protocols of the micro-current pulse generators; constructing the micro-current pulse network of the target somatosensory area according to the connection networks, the communication protocols, the safety boundaries, the basic pulse parameters and the dynamic pulse behaviors.

[0061] The physical nodes refer to the smallest physical units distributed on the game peripheral device, which are used to directly contact the user's skin and deliver micro-current stimulation. The micro-current pulse generator refers to a functional unit that drives multiple physical nodes. The basic pulse parameters refer to a set of static numerical values that define the basic physical characteristics of a single micro-current pulse. The dynamic pulse behavior refers to the rule describing the change of the basic pulse parameters over time. The safety boundary refers to mandatory limit rules and thresholds set to ensure user safety and comfort. The connection network refers to the structure describing the logical organization and activation relationship between multiple physical nodes. The communication protocol refers to the rules and formats for data exchange between the control end and the master control unit of the game peripheral device.

[0062] Optionally, the base pulse parameters and dynamic pulse behaviors of the micro-current pulse generator can be defined by generative AI techniques such as GANs, Transformers, etc.

[0063] Optionally, the micro-current pulse network of the target somatosensory area can be constructed by a digital twin model.

[0064] S4, based on the micro-current control parameters, generating wireless control instructions of the micro-current pulse network, parsing the wireless control instructions to obtain parsed parameters, to generate micro-current pulse signals of the micro-current pulse network.

[0065] The embodiment of the present application can achieve multi-node independent addressing and concurrent control at the device level by generating wireless control instructions of the micro-current pulse network based on the micro-current control parameters, ensuring complete transmission and accurate reproduction of multi-dimensional stimulation parameters such as waveform, frequency, intensity, and duration. The wireless control instructions refer to a standardized data packet generated by the control end and sent to the game peripheral device through a wireless channel, which is used to accurately control the micro-current pulse network of the game peripheral device to produce a certain somatosensory feeling at a certain time, place, and way.

[0066] As an embodiment of the present application, the wireless control instructions of the micro-current pulse network based on the micro-current control parameters include: defining the instruction data structure of the micro-current pulse network; based on the micro-current control parameters, constructing the control data block of each micro-current pulse generator in the micro-current pulse network; appending the redundancy check code and the security check code of the control data block; integrating the redundancy check code, the security check code, and the control data block according to the instruction data structure to obtain a structured instruction; data serialization of the structured instruction to obtain a serialized instruction; wireless protocol packaging of the serialized instruction to obtain a wireless control instruction.

[0067] The instruction data structure is a high-level data model defined at the software level, used to logically organize and describe all the classification information required to build a complete micro-current pulse network. The control data block is a specific instantiation object of the instruction data structure, and is all the actual parameter values set for a specific game event. The redundancy check code is a piece of check data used to detect whether an accidental error occurs in the wireless transmission process. The security check code is a piece of encrypted data used to verify the legitimacy of the instruction source and ensure that the instruction content has not been maliciously tampered with. The structured instruction is a composite data object organized in memory and ready for serialization. The serialized instruction is the process and result of converting the structured instruction, a composite object in memory, into a continuous, linear byte stream.

[0068] Optionally, the control data block can be constructed through a parameter mapping technology of a neural perception model.

[0069] Optionally, the redundancy check code can be obtained through a low-density parity check code or a Turbo code, and the security check code can be obtained through a homomorphic encryption algorithm.

[0070] The embodiment of the application can achieve unique confirmation and accurate addressing of the device identity by analyzing the wireless control instruction to obtain analysis parameters, complete integrity verification of data transmission, activate the timing control logic inside the device, ensure the synchronization and accuracy of stimulation output between multiple devices, and finally realize safe and reliable conversion of instruction data to physical stimulation. The analysis parameters are physical quantities that can directly drive hardware operation, such as device identification parameters, electrical signal characteristic parameters, timing control parameters, etc., which are extracted after decoding and data processing of the wireless control instruction.

[0071] As an embodiment of the application, the analysis of the wireless control instruction to obtain analysis parameters includes: identifying the instruction start bit of the wireless control instruction; verifying the instruction header of the wireless control instruction based on the instruction start bit; when the instruction header does not conform to the preset instruction header standard, outputting a refused execution parameter of the wireless control instruction; when the instruction header conforms to the instruction header standard, calculating the CRC value of the wireless control instruction; when the CRC value and the redundancy check code corresponding to the wireless control instruction are inconsistent, outputting an aborted execution parameter of the wireless control instruction; when the CRC value and the redundancy check code are consistent, reading the device identification parameter of the wireless control instruction; Based on the device identification parameter, a consistency coefficient of the key in the micro-current pulse generator corresponding to the wireless control instruction and the security check code corresponding to the wireless control instruction is calculated; When the consistency coefficient is not equal to 1, a termination execution parameter of the wireless control instruction is outputted; When the consistency coefficient is equal to 1, a key control parameter of the micro-current pulse generator in the wireless control instruction is extracted, wherein the key control parameter includes a waveform parameter, a frequency parameter and a time parameter; The rejection execution parameter, the termination execution parameter, the device identification parameter, the key control parameter and the key control parameter are integrated into the analysis parameter of the wireless control instruction.

[0072] The instruction start bit refers to a special and fixed byte in the data stream for marking the beginning of a complete wireless control instruction. The instruction header refers to a small amount of data immediately following the instruction start bit, which contains the metadata information of the instruction. The preset instruction header standard refers to a set of rules that a legal instruction header must satisfy, which is predefined in the receiving device firmware. The rejection execution parameter refers to a rejection status code generated when the instruction header does not meet the preset standard, which indicates that the instruction is directly rejected due to format error or unrecognized. The CRC value refers to the cyclic redundancy check value calculated by the receiving device in real time after receiving the instruction data. The abort execution parameter refers to an abort status code generated when the calculated CRC value is inconsistent with the redundancy check code carried by the instruction, which indicates that the instruction format is correct, but the content is damaged, so the execution flow is aborted. The device identification parameter refers to the address information parsed from the wireless control instruction for specifying the target device. The consistency coefficient refers to a numerical value for quantifying the security check result. The termination execution parameter refers to a termination status code generated when the consistency coefficient is not equal to 1, which indicates that the instruction is complete, but the source is illegal or the content is tampered, so the execution flow is terminated. The key control parameter refers to a core parameter set extracted from the data payload of the instruction after passing all the checks, which is used to directly drive the hardware to generate micro-current pulses. The waveform parameter refers to a parameter for defining the shape of a single pulse, such as square wave, sine wave, triangle wave, etc. The frequency parameter refers to a parameter for defining the pulse repetition rate. The time parameter refers to a parameter for defining the timing characteristics of the pulse, such as duration, start time, end time, etc.

[0073] Optionally, the CRC value of the wireless control instruction can be calculated by the classical bit operation method.

[0074] Optionally, the consistency coefficient can be calculated by a hash function, such as SHA-256.

[0075] The micro-current pulse signal of the micro-current pulse network generated by the embodiment of the application can be output by a programmable constant current source to output precisely controlled microampere current, directly stimulate the nerve endings on the body surface to generate action potentials, ensure accurate reproduction of complex stimulation patterns, and realize energy-efficient operation while ensuring safety boundaries through hardware-level current limitation and low-impedance circuit design. The micro-current pulse signal refers to a safe electrical stimulation signal generated by a programmable constant current source and applied to the skin of a human body through an electrode.

[0076] S5, based on the micro-current pulse signal, simulating the haptic quality of the game application to perform the somatosensory simulation of the game peripheral device.

[0077] The embodiment of the application can realize three-dimensional spatial positioning of the touch source on the skin surface, accurately present the orientation, distance and movement trajectory thereof, and synchronously adjust the touch according to the life value, physical strength or emotional state of the game character to realize physiological state synchronization, and build a complete touch perception system from macro environment to micro details and from general feedback to personalized experience by simulating the haptic quality of the game application based on the micro-current pulse signal. The haptic quality refers to the comprehensive physical perception experience generated when interacting with virtual objects or events, which is accurately reproduced and simulated on the skin of a user through a micro-current pulse network.

[0078] Optionally, the haptic quality of the game application can be simulated through neural perception mapping technology.

[0079] The embodiment of the application can support synchronization of the physiological and emotional state of a game character to touch changes, present multi-channel composite touch in different areas of the device, and perform personalized adaptive adjustment according to physiological signals of a user, thereby completely overturning the feedback mode of traditional game peripherals, promoting touch from simple notification to a core dimension for deep interaction with a virtual world.

[0080] Compared with the problems described in the background art, the application realizes revolutionary improvement of game peripheral haptic simulation effect by constructing a complete and closed real-time processing link from game data to haptic perception, the application can fundamentally understand the dynamics of the game world by real-time analyzing game original data stream and extracting logical parameters containing event type, intensity and virtual coordinates, this event logic based identification method ensures the accuracy and high correlation of haptic feedback, avoiding the problem of disconnection between feedback and game state in traditional methods; secondly, a micro-current mapping rule library is constructed to accurately convert abstract game logic parameters into specific micro-current control parameters, realizing quantitative and controllable mapping from digital information to physical perception, which enables the system to simulate extremely rich and delicate tactile texture, far beyond the single feedback provided by traditional vibration motors; thirdly, the application can intelligently locate the target haptic area and configure the corresponding pulse network by calculating the spatial matching index of virtual coordinates and device haptic mapping area, this spatial positioning capability makes haptic no longer a global vibration without direction, but a precise stimulation with clear source and direction, greatly enhancing the player's spatial perception and immersion; finally, the application generates wireless control instructions and analyzes them into micro-current pulse signals to deliver high-fidelity haptic information to users in real time and low delay, the whole process realizes high synchronization of vision, hearing and touch, and builds a multi-modal coordinated and unified perception environment, enabling players to truly perceive the material, texture, interactive mechanics and environmental atmosphere of the virtual world through touch, thereby obtaining unprecedented depth of immersion and interactive realism. Therefore, the game peripheral haptic simulation method based on wireless micro-current pulse provided by the embodiment of the application can improve the authenticity and adaptability of game peripheral haptic simulation.

[0081] As Figure 2 shown, it is a function module diagram of a game peripheral haptic simulation system based on wireless micro-current pulse according to the application.

[0082] The game peripheral haptic simulation system based on wireless micro-current pulse according to the application can be installed in an electronic device. According to the implemented functions, the game peripheral haptic simulation system based on wireless micro-current pulse includes a logical parameter extraction module 201, a control parameter mapping module 202, a pulse network construction module 203, a pulse signal generation module 204 and a haptic simulation module 205. The modules according to the application can also be called units, which refer to a series of computer program segments that can be executed by an electronic device processor and can complete fixed functions, and are stored in the memory of the electronic device.

[0083] In the embodiment of the application, the functions of each module / unit are as follows: The logic parameter extraction module 201 is used for receiving a raw data stream of a game application in real time, identifying a game event of the game application, and extracting a logic parameter of the game event, wherein the logic parameter comprises an event type, an event intensity, and an event occurrence virtual coordinate; The control parameter mapping module 202 is used for constructing a micro-current mapping rule library of the logic parameter, and converting the logic parameter into a micro-current control parameter, wherein the micro-current control parameter comprises a micro-current pulse waveform, a fundamental wave frequency, a current intensity level, and a stimulation duration; The pulse network construction module 203 is used for determining somatosensory mapping area configuration information of a game peripheral device corresponding to the game application, calculating a spatial matching index of the event occurrence virtual coordinate and the somatosensory mapping area configuration information, determining a target somatosensory area of the game peripheral device, and configuring a micro-current pulse network of the target somatosensory area; The pulse signal generation module 204 is used for generating a wireless control instruction of the micro-current pulse network based on the micro-current control parameter, analyzing the wireless control instruction to obtain an analysis parameter, and generating a micro-current pulse signal of the micro-current pulse network; The somatosensory simulation module 205 is used for simulating a tactile texture of the game application based on the micro-current pulse signal, and performing somatosensory simulation of the game peripheral device.

[0084] In detail, the modules in the game peripheral somatosensory simulation system 200 based on the wireless micro-current pulse in the embodiments of the present application use the same technical means and can produce the same technical effects as the game peripheral somatosensory simulation method based on the wireless micro-current pulse in the above-mentioned Figure 1 , and thus will not be described here.

[0085] It is obvious for those skilled in the art that the present application is not limited to the details of the above exemplary embodiments, and the present application can be implemented in other specific forms without departing from the spirit or essential characteristics of the present application.

[0086] Finally, it should be noted that in the above embodiments, each embodiment can be combined or independent, and deleting any one of them does not affect the technical implementation of other embodiments. The above embodiments are only used to illustrate the technical solutions of the present application but not to limit it. Although the present application has been described in detail with reference to the preferred embodiments, those skilled in the art should understand that the technical solutions of the present application can be modified or replaced equivalently without departing from the spirit and scope of the present application.

Claims

1. A method for simulating motion sensing in game peripherals based on wireless microcurrent pulses, characterized in that, The method includes: The system receives raw data streams from the game application in real time to identify game events and extracts logical parameters of the game events, including event type, event intensity, and virtual coordinates of the event occurrence. A microcurrent mapping rule base for the logic parameters is constructed to convert the logic parameters into microcurrent control parameters, wherein the microcurrent control parameters include microcurrent pulse waveform, fundamental frequency, current intensity level, and stimulation duration. Determine the motion mapping area configuration information of the game peripheral device corresponding to the game application, calculate the spatial matching index between the virtual coordinates of the event occurrence and the motion mapping area configuration information, so as to determine the target motion sensing area of ​​the game peripheral device, and configure the microcurrent pulse network of the target motion sensing area; Based on the microcurrent control parameters, a wireless control command for the microcurrent pulse network is generated, and the wireless control command is parsed to obtain parsed parameters, so as to generate the microcurrent pulse signal of the microcurrent pulse network. Based on the microcurrent pulse signal, the tactile texture of the game application is simulated to perform motion simulation of the game peripheral device.

2. The game peripheral motion-sensing simulation method based on wireless microcurrent pulses as described in claim 1, characterized in that, The calculation of the spatial matching index between the virtual coordinates of the event occurrence and the configuration information of the somatosensory mapping area includes: Extract the game space boundary of the motion-sensing mapping area corresponding to the motion-sensing mapping area configuration information; Based on the game space boundary, calculate the boundary components of the motion-sensing mapping area and the virtual coordinates of the event occurrence; Calculate the proximity component and orientation consistency component between the somatosensory mapping area and the virtual coordinates of the event occurrence; Determine the visibility weight, type weight, and state weight of the game event corresponding to the virtual coordinates where the event occurred; Based on the intra-edge component, the proximity component, the orientation consistency component, the visibility weight, the type weight, and the state weight, calculate the spatial matching index between the virtual coordinates of the event occurrence and the configuration information of the somatosensory mapping area.

3. The game peripheral motion-sensing simulation method based on wireless microcurrent pulses as described in claim 2, characterized in that, The calculation of the proximity component and orientation consistency component between the somatosensory mapping region and the virtual coordinates of the event occurrence includes: Identify the region center of the somatosensory mapping area; Determine the radius of influence of the somatosensory mapping region; Calculate the Euclidean distance between the center of the region and the virtual coordinates of the event occurrence; Based on the region's influence radius and the Euclidean distance, calculate the proximity component between the somatosensory mapping region and the virtual coordinates of the event occurrence; Based on the virtual coordinates of the event occurrence, analyze the event direction of the game event corresponding to the virtual coordinates of the event occurrence; Determine the direction of the center of the somatosensory mapping area; Based on the direction of the center of the region and the direction of the event, calculate the directional consistency component between the somatosensory mapping region and the virtual coordinates of the event occurrence.

4. The game peripheral motion-sensing simulation method based on wireless microcurrent pulses as described in claim 1, characterized in that, The identification of game events in the game application includes: The raw data stream corresponding to the game application is standardized to obtain a standardized data stream; Obtain the game protocol of the game application; Based on the game protocol, construct reverse parsing code for the standardized data stream; Based on the reverse parsing code, the standardized data stream is parsed into structured data; Construct the event mapping table for the game application; Based on the event mapping table and the structured data, the game events of the game application are determined.

5. The game peripheral motion-sensing simulation method based on wireless microcurrent pulses as described in claim 1, characterized in that, The construction of the microcurrent mapping rule base for the logic parameters includes: Construct a mapping framework for the logical parameters; Determine the security constraints of the mapping framework; Based on the aforementioned safety constraints, the waveform type, effective frequency range, current value range, and duration range of the mapping framework are defined. Based on the waveform type, the effective frequency range, the current value range, and the duration range, the microcurrent mapping logic of the mapping framework is constructed; A microcurrent mapping rule library is formed by integrating the logic parameters based on the microcurrent mapping logic.

6. The game peripheral motion-sensing simulation method based on wireless microcurrent pulses as described in claim 1, characterized in that, The step of determining the motion mapping area configuration information of the game application corresponding to the game peripheral device includes: Identify the touch points of the gaming peripheral device; Based on the tactile points, construct a tactile point distribution map of the gaming peripheral device; Based on the haptic point distribution map, the motion mapping rules for the game peripheral device are defined; According to the motion mapping rules, the motion mapping area of ​​the game peripheral device is divided; Based on the motion-sensing mapping area, the motion-sensing mapping area configuration information of the game peripheral device is generated.

7. The game peripheral motion-sensing simulation method based on wireless micro-current pulses as described in claim 1, characterized in that, The microcurrent pulse network configured for the target somatosensory region includes: Identify the physical nodes of the target somatosensory area; Based on the physical node, configure the microcurrent pulse generator for the target somatosensory area; Define the basic pulse parameters and dynamic pulse behavior of the microcurrent pulse generator; Construct the safety boundary of the microcurrent pulse generator; Determine the connection network and communication protocol of the microcurrent pulse generator; A microcurrent pulse network for the target somatosensory region is constructed based on the connection network, the communication protocol, the security boundary, the basic pulse parameters, and the dynamic pulse behavior.

8. The game peripheral motion-sensing simulation method based on wireless microcurrent pulses as described in claim 1, characterized in that, The step of generating wireless control commands for the microcurrent pulse network based on the microcurrent control parameters includes: Define the instruction data structure of the microcurrent pulse network; Based on the microcurrent control parameters, a control data block for each microcurrent pulse generator in the microcurrent pulse network is constructed. Add a redundancy check code and a security check code to the control data block; Based on the instruction data structure, the redundancy check code, the security check code, and the control data block are integrated to obtain a structured instruction; The structured instructions are serialized to obtain serialized instructions; The serialized instructions are encapsulated using a wireless protocol to obtain wireless control instructions.

9. The game peripheral motion-sensing simulation method based on wireless microcurrent pulses as described in claim 1, characterized in that, The process of parsing the wireless control command to obtain parsing parameters includes: Identify the start bit of the wireless control command; Based on the instruction start bit, verify the instruction header of the wireless control instruction; When the command header does not conform to the preset command header standard, the execution rejection parameter of the wireless control command is output. When the instruction header conforms to the instruction header standard, the CRC value of the wireless control instruction is calculated; When the CRC value and the redundancy check code corresponding to the wireless control command are inconsistent, the execution stop parameter of the wireless control command is output. When the CRC value and the redundancy check code are consistent, read the device identification parameter of the wireless control command; Based on the device identification parameters, calculate the consistency coefficient between the key in the microcurrent pulse generator corresponding to the wireless control command and the security check code corresponding to the wireless control command; When the consistency coefficient is not equal to 1, the termination execution parameter of the wireless control command is output. When the consistency coefficient is equal to 1, the key control parameters of the corresponding microcurrent pulse generator in the wireless control command are extracted, wherein the key control parameters include: waveform parameters, frequency parameters and time parameters; The parameters for refusal to execute, termination of execution, device identification, termination of execution, and key control parameters are integrated into the parsing parameters of the wireless control command.

10. A motion-sensing simulation system for game peripherals based on wireless microcurrent pulses, characterized in that, The system includes: The logic parameter extraction module is used to receive the raw data stream of the game application in real time, identify the game events of the game application, and extract the logic parameters of the game events, wherein the logic parameters include event type, event intensity, and virtual coordinates of the event occurrence; The control parameter mapping module is used to construct a microcurrent mapping rule base for the logic parameters to convert the logic parameters into microcurrent control parameters, wherein the microcurrent control parameters include microcurrent pulse waveform, fundamental frequency, current intensity level and stimulation duration. A pulse network construction module is used to determine the motion mapping area configuration information of the game peripheral device corresponding to the game application, calculate the spatial matching index between the virtual coordinates of the event occurrence and the motion mapping area configuration information, so as to determine the target motion sensing area of ​​the game peripheral device, and configure the micro-current pulse network of the target motion sensing area; The pulse signal generation module is used to generate wireless control commands for the microcurrent pulse network based on the microcurrent control parameters, parse the wireless control commands to obtain parsed parameters, and generate microcurrent pulse signals for the microcurrent pulse network. The motion simulation module is used to simulate the tactile texture of the game application based on the microcurrent pulse signal, so as to perform motion simulation of the game peripheral device.