E-sports equipment information generation method and device, equipment, medium and product

By establishing a transmission channel with streaming media devices using media connection cables in the e-sports event management program, the scene location information of participating devices can be automatically obtained and displayed, solving the problems of incorrect scene location information input and cumbersome processes, and improving information accuracy and user experience.

CN121585875APending Publication Date: 2026-02-27TENCENT TECHNOLOGY (SHENZHEN) CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202511795436.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-12-01
Publication Date
2026-02-27

AI Technical Summary

Technical Problem

In existing technologies, the acquisition of scene location information of participating devices in e-sports event management programs suffers from input errors and cumbersome information acquisition processes, resulting in low accuracy of participating information and poor user experience.

Method used

The participating equipment is connected to the streaming media equipment in the competition venue via a media connection cable to establish a streaming media transmission channel. The device identification element is displayed on the interface, and the scene location information is automatically obtained and displayed, avoiding manual input.

Benefits of technology

It improved the accuracy of competition information for participating devices in the esports event management program, simplified the information acquisition process, and enhanced user experience and login efficiency.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN121585875A_ABST
    Figure CN121585875A_ABST
Patent Text Reader

Abstract

The invention discloses an E-sports equipment information generation method and device, equipment, a medium and a product, and relates to the field of data processing. The method comprises the following steps: running an electricity competition management program, wherein the electricity competition management program is used for managing equipment information of participating equipment participating in an electricity competition; receiving a connection operation of the participating device and a streaming media device through a media connection line, the streaming media device being a device in the physical scene of the participating site, and the connection operation being used for establishing a streaming media transmission channel between the streaming media device and the participating device; and displaying the device identification element, and sending the interface content to the streaming media device through the streaming media transmission channel. By displaying the equipment identification element and sending the interface content to the streaming media equipment, association between the first equipment identification and the streaming media equipment can be established, reference is provided for subsequent equipment information acquisition, instability caused by manual input is avoided, and therefore the competition information accuracy of the competition equipment in an electric competition management program is improved.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This application relates to the field of data processing, and in particular to a method, apparatus, device, medium, and product for generating information about e-sports equipment. Background Technology

[0002] The esports event management program is used to collect, analyze, and display key data and status of participating devices in real time during the event, such as network status, storage status, and the presence of cheating software. During the esports event, the program can also detect abnormalities in key data and status, as well as the corresponding participating devices.

[0003] In related technologies, before an esports event takes place, an esports event management program needs to be run on the participating device, and the participant must manually input the scene location information corresponding to the device to log in. This scene location information includes venue information, seating information, etc.

[0004] However, the above information acquisition methods may have problems such as input errors, resulting in a low accuracy rate of the competition information of participating devices in the e-sports event management program. Summary of the Invention

[0005] This application provides a method, apparatus, device, medium, and product for generating e-sports equipment information. The technical solution provided by this application includes the following aspects.

[0006] According to one aspect of the embodiments of this application, a method for generating e-sports equipment information is provided, the method comprising: Run an esports event management program, which is used to manage the device information of participating devices in the esports event; and Receive connection operation between the participating device and the streaming media device via a media connection cable, wherein the streaming media device is a device in the physical scene of the competition venue, and the connection operation is used to establish a streaming media transmission channel between the streaming media device and the participating device; Display device identification elements, which are used to indicate the first device identification of the participating device; The interface content, including the device identification element, is sent to the streaming media device through the streaming media transmission channel.

[0007] According to one aspect of the embodiments of this application, an apparatus for generating e-sports equipment information is provided, the apparatus comprising: The control module is configured to run an esports event management program, which manages device information of participating devices in the esports event; and The acquisition module is configured to receive connection operations between the participating device and the streaming media device via a media connection cable. The streaming media device is a device in the physical scene of the competition venue. The connection operation is used to establish a streaming media transmission channel between the streaming media device and the participating device. The processing module is configured to display a device identification element, which is used to indicate a first device identification of the participating device; and to send interface content to the streaming media device through the streaming media transmission channel, the interface content including the device identification element.

[0008] According to one aspect of the embodiments of this application, a computer device is provided, the computer device including a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the above-described method for generating e-sports device information.

[0009] According to one aspect of the embodiments of this application, a computer-readable storage medium is provided, wherein a computer program is stored in the computer-readable storage medium, the computer program being loaded and executed by a processor to implement the above-described method for generating e-sports device information.

[0010] According to one aspect of the embodiments of this application, a computer program product is provided, the computer program product including a computer program stored in a computer-readable storage medium, and a processor reading from the computer-readable storage medium and executing the computer program to implement the above-described method for generating e-sports equipment information.

[0011] The technical solutions provided in this application can bring at least the following beneficial effects: The participating devices are connected to streaming media devices in the physical environment of the competition venue via media connection cables. While the esports event management program is running, a streaming media transmission channel is established between the streaming media devices and the participating devices. Device identification elements are displayed on the interface and sent to the streaming media devices via interface content. This establishes a primary association between the streaming media device and its identifier, allowing for the provision of corresponding scene location information to the participating devices based on this association. This automatically completes the input of scene location information, avoiding the instability caused by manual input, including high latency and input errors. This improves the accuracy of the participating devices' information in the esports event management program; it also simplifies the information acquisition process, enhances the user experience, and increases the efficiency of logging into the esports event management program. Attached Figure Description

[0012] Figure 1 This is a schematic diagram of an exemplary embodiment of the system for generating e-sports equipment information provided in this application; Figure 2 This is a flowchart of a method for generating e-sports equipment information provided in an exemplary embodiment of this application; Figure 3 This is a schematic diagram of the overall framework of a solution provided in an exemplary embodiment of this application; Figure 4 This is a schematic diagram of the program interface of an e-sports event management program provided in an exemplary embodiment of this application; Figure 5 This is a schematic diagram of an information interaction process provided in an exemplary embodiment of this application; Figure 6 This is a schematic diagram of inter-module interaction provided in an exemplary embodiment of this application; Figure 7 This is a flowchart of a method for generating e-sports equipment information provided in another exemplary embodiment of this application; Figure 8 This is a schematic diagram of the program interface of an e-sports event management program provided in another exemplary embodiment of this application; Figure 9 This is a flowchart of a method for generating e-sports equipment information provided in another exemplary embodiment of this application; Figure 10 This is a schematic diagram of a graphical identification code scanning interface of an e-sports event management program provided in an exemplary embodiment of this application; Figure 11 This is a schematic diagram of the information interaction process provided by another exemplary embodiment of this application; Figure 12 This is a schematic diagram of inter-module interaction provided by another exemplary embodiment of this application; Figure 13 This is a structural block diagram of an apparatus for generating e-sports equipment information provided in an exemplary embodiment of this application; Figure 14 This is a structural block diagram of a computer device provided in one embodiment of this application. Detailed Implementation

[0013] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0014] The esports event management program is used to collect, analyze, and display key data and status of participating devices in real time during the event, such as network status, storage status, and the presence of cheating software. During the esports event, the program also identifies any abnormalities in key data and status, and the corresponding participating devices. Additionally, since esports events are typically held in designated venues, it is also necessary to determine the location of the participating devices within the venue, such as their seat numbers.

[0015] In related technologies, before an esports event takes place, an esports event management program needs to be run on the participating devices, and login is achieved by manually entering the scene location information corresponding to the participating devices. This scene location information includes venue information, seating information, etc. The functions of the esports event management program include, but are not limited to: 1. Real-time acquisition of the hardware and software status of participating devices, such as process running status; as well as device frame rate, storage load, latency, temperature, etc., and judgment of whether participating devices have cheating behavior or other abnormal situations.

[0016] 2. Display the network status of participating devices in real time, including but not limited to network latency and packet loss rate, thereby providing a basis for adjudicating disputes caused by network problems.

[0017] It is worth noting that the functions of the e-sports event management program described above are merely illustrative examples, and the specific functions of the e-sports event management program are not limited in the embodiments of this application.

[0018] However, the methods for obtaining location information in the above scenarios may have issues such as input errors, leading to incorrect participation information for participating devices in the esports event management program. Consequently, the location of participating devices in the event venue may be inaccurate during subsequent device management. Furthermore, the information acquisition process is cumbersome and the information generation efficiency is low.

[0019] To address the aforementioned issues, this application provides a method for generating esports equipment information. This method involves running an esports event management program; receiving connection operations between the participating equipment and a streaming media device via a media connection cable; and displaying a device identification element on the device interface. This allows the program to send interface content containing the device identification element to the streaming media device via a streaming media transmission channel, thereby providing a first device identification on the participating equipment side. Subsequently, the scene location information of the participating equipment can be obtained through this first device identification and displayed in the esports event management program. The esports event management program manages the equipment information of participating equipment in esports events; the participating equipment is the currently controlled device; the streaming media device is an element in the physical scene of the competition venue; the connection operation establishes a streaming media transmission channel between the streaming media device and the participating equipment; and the scene location information indicates the scene location of the participating equipment within the competition venue.

[0020] By connecting the participating devices to the streaming media devices via media connection cables, the system automatically obtains the scene location information corresponding to the participating devices in the esports event management program. This automatically completes the input of scene location information, avoiding the instability caused by manual input, including high latency and input errors. This improves the accuracy of the participating devices' participation information in the esports event management program. Furthermore, it simplifies the information acquisition process, enhances the user experience, and increases the efficiency of logging into the esports event management program.

[0021] Please refer to Figure 1 The diagram illustrates a system for generating e-sports equipment information according to an embodiment of this application.

[0022] The computer system 100 includes: terminal 120, or terminal 120 and server 140.

[0023] The device type of terminal 120 includes at least one of the following: smartphone, laptop, smartwatch, desktop computer, tablet, smart robot, augmented reality (AR) device, virtual reality (VR) device, etc.

[0024] Terminal 120 is connected to server 140 via a wireless or wired network. Terminal 120 is a participating device in an e-sports event. Terminal 120 is positioned within the event scene, and this scene location includes venue information, seating information, and other information used to locate terminal 120. In some embodiments, the scene location of terminal 120 within the event scene also includes scene elements. These scene elements are pre-configured elements within the event scene, including streaming media devices such as streaming media boxes, near-field communication elements, and graphic identification code elements, at least one of these.

[0025] Optionally, the method for generating e-sports equipment information provided in this application embodiment can be executed independently by terminal 120 or server 140, or it can be implemented by terminal 120 and server 140 in cooperation, which is not limited here.

[0026] In one example, the method for generating e-sports equipment information is implemented collaboratively by terminal 120 and server 140. Illustratively, server 140 is equipped with an e-sports equipment information generation system; terminal 120 is equipped with an e-sports event management program.

[0027] In some embodiments, after receiving a data interaction operation between the terminal 120 and a scene element, at least one of the following situations may occur: 1. The terminal 120 sends a first device identifier to the scene element, the scene element stores a second device identifier, and the information generation system of the server 140 pre-stores the correspondence between the second device identifier and scene location information. After receiving the first device identifier, the scene element synchronously sends the first device identifier and the second device identifier to the server 140, so that the terminal 120 can directly obtain scene location information from the server 140 based on the first device identifier; 2. The terminal 120 directly reads the second device identifier from the scene element, and the information generation system of the server 140 pre-stores the correspondence between the second device identifier and scene location information, so that the terminal 120 obtains scene location information from the server 140 based on the second device identifier; 3. The terminal 120 directly reads scene location information from the scene element, that is, the scene element pre-stores scene location information. After obtaining the scene location information, the terminal 120 sends the first device identifier and scene location information to the server 140 for recording.

[0028] Those skilled in the art will understand that the number of the aforementioned devices can be more or less. For example, there may be only one device, or there may be dozens or hundreds of devices, or even more. This application does not limit the number or type of devices.

[0029] Server 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 140 provides functional services for implementing model training. Optionally, server 140 undertakes the primary computing work, and terminal 120 undertakes secondary computing work; or, server 140 undertakes secondary computing work, and terminal 120 undertakes primary computing work; or, server 140 and terminal 120 collaborate on computing using a distributed computing architecture. Indicatively, server 140 includes a streaming media server for processing and distributing real-time streaming media data; and a backend server for supporting backend operations, including but not limited to data analysis, data storage, and task scheduling; optionally, in some embodiments, the backend server includes a business server responsible for handling specific business logic and data.

[0030] It is worth noting that the server 140 described above can be implemented as a physical server or as a cloud server in the cloud. In some embodiments, the server 140 can also be implemented as a node in a blockchain system.

[0031] Please refer to Figure 2 The diagram illustrates a flowchart of a method for generating e-sports equipment information according to an embodiment of this application. This method can be implemented by a computer device (which can be configured as follows). Figure 1 The method is executed by the terminal 120 or server 140 shown, or it is executed jointly by the terminal and server. In this embodiment, the method is executed jointly by the terminal and server as an example. Figure 2 As shown, the method includes steps 210 to 230. In this embodiment, the specific implementation of steps 210 and 220 is not limited. Illustratively, the temporal order of steps 210 and 220 can be that step 210 precedes step 220, or step 220 precedes step 210; or step 220 can be implemented as a triggering condition for step 210, and step 210 can be implemented as a response action to step 220.

[0032] Step 210: Run the e-sports event management program.

[0033] The esports event management program is used to manage the device information of participating devices in esports events, where the participating devices are the currently controlled devices. Indicatively, the device information of the participating devices includes, but is not limited to: a first device identifier for identifying the participating device; software status information corresponding to the participating device, such as process running status, whether cheating software is installed or running, etc.; hardware information of the participating device, such as device frame rate, storage load, latency, temperature, etc.; and network status information of the participating device, such as network latency and packet loss rate, etc. This application embodiment does not limit the type or specific content of the device information for the participating devices.

[0034] In some embodiments, obtaining the esports event management program includes at least one of the following methods: 1. Download the installation package for the esports event management program from the software platform and run the installation package to install the esports event management program. The software platform hosts the installation package for the esports event management program and, in response to the download operation, distributes the installation package to the participating devices.

[0035] 2. The esports event management program runs as a parasitic program from the host program. In other words, the esports event management program is a parasitic program that does not require installation and lives in the host program. The parasitic program can also be a mini-program, micro-program, etc.

[0036] 3. The participating equipment includes a program management platform that receives and uploads esports event management programs to the program management platform. Schematic, the competition venue where the participating equipment is located has a management terminal connected to the participating equipment. This management terminal stores the esports event management program locally and uploads the locally stored esports event management program to the program management platform.

[0037] 4. By using a pre-prepared storage medium or data transmission channel, the e-sports event management program is completely copied or run on the participating equipment, thereby achieving the deployment of the e-sports event management program. For illustration, the storage medium can be a Universal Serial Bus Flash Drive (USB flash drive).

[0038] The process of managing device information for participating devices in esports events through an esports event management program is illustrated below: 1. Continuously collect and record benchmark operating data of the participating equipment. Benchmark operating data includes, but is not limited to, hardware performance spectrum, such as central processing unit (CPU) utilization, memory timing, temperature profile, etc.; network quality indicators, such as benchmark latency and jitter range; and system process list, which is used to uniquely identify and verify the processes running in the memory of the participating equipment through a hash list.

[0039] 2. During the e-sports event, the e-sports event management program detected at least one of the following abnormal situations in at least one participating device: the latency of the processing unit corresponding to the participating device changed from the standard value, which violated the normal hardware performance fluctuation law; an unknown process that was not registered before the competition appeared in the system process list, that is, the hash value in the hash list could not match the known value; there was periodic transmission of abnormal encrypted data packets, etc.

[0040] 3. The e-sports event management program establishes a causal relationship between the above-mentioned abnormal rendering delay and the unknown process, and compares it with the known cheating software feature database. If the matching result exceeds the preset threshold, the event is automatically marked as "high-risk suspected violation".

[0041] 4. The e-sports event management program obtains and saves the timestamp corresponding to the event, the equipment information of the participating equipment, and the comparison table of abnormal software and hardware parameters, and reports the above information as evidence to the referee control system connected to the e-sports event management program.

[0042] It is worth noting that the abnormal situations of the participating equipment mentioned above are merely illustrative examples, and the embodiments of this application do not limit the specific methods of managing participating equipment by the e-sports event management program.

[0043] Optionally, participating devices may include, but are not limited to, at least one of the following device types: 1. General-purpose computing devices, mainly including personal computers (PCs), such as desktop computers and laptops; and mobile terminal devices, such as smartphones and tablets. 2. Embedded devices and Internet of Things (IoT) devices, such as smartwatches. 3. Emerging interactive devices, such as VR / AR head-mounted displays. This application does not limit the type of participating device.

[0044] Step 220: Receive data interaction operations between the participating equipment and scene elements.

[0045] In some embodiments, scene elements are elements in the physical scene of the competition venue, and data interaction operations are used to generate data interaction between scene elements and participating devices. Optionally, scene elements include streaming media devices. In some embodiments, based on data interaction operations, a one-to-one correspondence is established between participating devices and scene elements, wherein the scene location information corresponding to the scene element is used to indicate the scene location of the participating device in the competition venue; that is, when a correspondence is established between participating devices and scene elements, the scene location information corresponding to the participating device can be obtained.

[0046] Optionally, data interaction operations that generate data interaction between scene elements and participating devices include, but are not limited to: 1. The competition venue includes streaming media devices. The location information of each streaming media device corresponds one-to-one with that of the participating equipment. Before the competition, the participating equipment and the streaming media devices are connected via a connection operation. For example, this can be done by receiving a connection operation between the participating equipment and the streaming media devices via a media connection cable. Optionally, the streaming media devices have streaming media data decoding capabilities, and the connection operation includes, but is not limited to, connecting the participating equipment and the streaming media devices via a High-Definition Multimedia Interface (HDMI) cable.

[0047] 2. The competition venue where the participating equipment is located includes a second graphic identification code. Optionally, the second graphic identification code exists in the physical scene of the competition venue in the form of a sticker or ornament, and corresponds one-to-one with the scene location information corresponding to the participating equipment. Data interaction between the scene elements and the participating equipment is established by scanning the second graphic identification code with the participating equipment. Optionally, the scene elements include streaming media devices; in some embodiments, the second graphic identification code is affixed to the streaming media device.

[0048] 3. The competition venue where the participating device is located includes pre-prepared scene elements, among which near-field communication (NFC) information is included. Optionally, the aforementioned scene elements containing NFC information exist in the physical scene of the competition venue in the form of cards, stickers, wearable devices, textile tags, injection-molded packages, and electronic product motherboards, and correspond one-to-one with the scene location information corresponding to the participating device. Data interaction between the scene elements and the participating device is established by the participating device performing a reading operation on the near-field communication information. Optionally, the scene elements include streaming media devices; in some embodiments, the scene elements are attached to the streaming media devices.

[0049] In some embodiments, the esports event management program is run first, and then data interaction operations between the participating device and scene elements are received during the operation of the esports event management program. For example, the esports event management program is run first, and then the streaming media device of the participating device is connected using an HDMI cable. Alternatively, the esports event management program is run after receiving data interaction operations between the participating device and scene elements. For example, the participating device and the streaming media device are connected using an HDMI cable first, and then the esports event management program is run. Or, the esports event management program is automatically triggered in response to data interaction operations received between the participating device and scene elements. For example, the esports event management program is automatically run on the participating device when the participating device and the streaming media device are connected using an HDMI cable.

[0050] Step 230: In response to the data interaction operation, display the scene location information of the participating devices in the e-sports event management program.

[0051] It is worth noting that step 230 is an optional step. In some embodiments, in response to the data interaction operation, the participating device obtains the scene location information and stores the scene location information locally. Subsequently, when the participating device sends device status information to the backend server, it packages the scene location information and the device status information and sends them to the backend server.

[0052] Alternatively, in some other embodiments, in response to a data interaction operation, the scene location information of the participating device is indicated to the backend server. The backend server stores the correspondence between the first device identifier of the participating device and the scene location information. When the backend server subsequently receives device information uploaded by the participating device, it determines the scene location information corresponding to the participating device from the stored correspondence based on the first device identifier of the participating device. That is, the scene location information is stored in the backend server without needing to be synchronized to the participating device.

[0053] Scene location information is used to indicate the scene location of the participating device in the competition venue. Optionally, scene location information includes, but is not limited to: venue information corresponding to the competition venue where the participating device is located; or, seat identification corresponding to the competition venue where the participating device is located.

[0054] In some embodiments, in response to a data interaction operation, the venue information of the participating device is displayed in the esports event management program, the venue information being used to indicate the venue identifier of the participating device in the competition venue; and / or, in response to a data interaction operation, the seat information of the participating device is displayed in the esports event management program, the seat information being used to indicate the seat identifier of the participating device in the competition venue.

[0055] By responding to data interaction operations, the system displays the scene location information of participating devices in the e-sports event management program, enabling an explicit verification process between the participating devices and scene location information. The display operation also indicates that the login operation is complete, simplifying the information generation process. At the same time, based on different scene location information, the system determines the scene location information corresponding to the participating devices in different levels, enabling accurate positioning of the participating devices and improving the accuracy of the participating devices' participation information in the e-sports event management program.

[0056] In response to data interaction operations, the scene location information of participating devices is displayed in the esports event management program. This includes at least one of the following methods: First, the system receives connection requests from the participating device and the streaming media device via a media connection cable, establishing a streaming media transmission channel between them. It then obtains a first device identifier for the participating device, which uniquely identifies the device within the competition venue. Simultaneously, the streaming media device stores a second device identifier and uses it to indicate the scene location information corresponding to the participating device. Based on the first device identifier and the streaming media device, the participating device obtains the corresponding scene location information and displays it in the esports event management program.

[0057] When the participating device obtains the corresponding scene location information based on the first device identifier and the streaming media device, and displays the scene location information corresponding to the participating device in the e-sports event management program, it includes at least one of the following situations: 1.1 Obtain the first device identifier of the participating device; display the first device identifier in the program interface of the e-sports event management program. The streaming media device obtains the program interface sent by the participating device through the streaming media transmission channel, wherein the program interface includes the first device identifier. After establishing the correspondence between the received program interface and the second device identifier, the streaming media device sends the correspondence between the program interface and the second device identifier to the backend server; the backend server obtains the first device identifier included in the program interface, that is, obtains the correspondence between the first device identifier and the second device identifier of the participating device. The backend server pre-stores the correspondence between the second device identifier and scene location information, so the backend server can obtain the correspondence between the second device identifier, the first device identifier, and the scene location information.

[0058] Since streaming media devices can only send / receive streaming media data, the first device identifier is transmitted between the participating device and the streaming media device in the form of streaming media data. Therefore, the participating device displays the first device identifier on the program interface and sends the first device identifier to the streaming media device in the form of sending the program interface.

[0059] In response to the connection operation, the participating device sends a first query request to the backend server through the e-sports event management program. The first query request includes a first device identifier corresponding to the participating device. In response to the first query request, the backend server obtains the scene location information corresponding to the first device identifier and sends the scene location information to the e-sports event management program corresponding to the participating device. Based on the scene location information sent by the backend server, the participating device displays the scene location information in the e-sports event management program.

[0060] In this illustration, the data interaction between the participating device and the streaming media device is implemented as follows: The device receives a connection request via an HDMI cable, establishing the aforementioned streaming media transmission channel. Video stream data, which is the interface video stream from the program's user interface, is then sent to the streaming media device via the HDMI cable.

[0061] It is worth noting that the above media connection cable is illustrated using an HDMI connection cable as an example. In some embodiments, the media connection cable includes at least one of the following: 1. HDMI connection cable; 2. Video Graphics Array (VGA) connection cable; 3. Digital Visual Interface (DVI) connection cable; 4. DisplayPort (DP) connection cable.

[0062] 1.2 The participating device sends a fourth query request to the streaming media device through the data transmission channel. The fourth query request is used to obtain the scene location information corresponding to the participating device. Optionally, the streaming media device stores a second device identifier and the correspondence between the second device identifier and the scene location information. In response to the fourth query request sent by the participating device, the streaming media device sends the scene location information to the e-sports event management program corresponding to the participating device through the data transmission channel.

[0063] Upon obtaining the first device identifier of the participating device, the participating device responds to the scene location information fed back by the streaming media device and establishes a correspondence between the first device identifier and the scene location information. Based on this scene location information, the participating device displays the scene location information in the e-sports event management program; simultaneously, it sends the correspondence between the first device identifier and the scene location information to the backend server. The methods for sending data to the backend server include, but are not limited to: first, sending the data to be transmitted to the streaming media device through a data transmission channel, and then sending the data to be transmitted to the backend server through the streaming media device; or, directly sending data to the backend server through a network channel.

[0064] In this illustration, the data interaction between the participating device and the streaming media device is implemented by connecting the participating device and the streaming media device through a Universal Serial Bus (USB) data cable, that is, establishing the above-mentioned data transmission channel through the USB data cable.

[0065] Second, in response to the data interaction between the participating devices and scene elements, the e-sports event management program is run. This data interaction is implemented as an NFC reading operation of the scene elements. In response to the NFC reading operation, NFC information is read from the scene elements. Optionally, the scene elements include streaming media devices. The NFC information includes a first query keyword. Based on the NFC information, a second query request is sent to the backend server through the e-sports event management program. The second query request includes the first query keyword. Scene location information fed back by the backend server based on the first query keyword is received. The scene location information of the participating devices is displayed in the e-sports event management program.

[0066] The backend server includes the correspondence between the first query keyword and scene location information. In response to receiving a second query request, the backend server retrieves the scene location information corresponding to the first query keyword in the second query request and sends this scene location information to the esports event management program corresponding to the participating device. The participating device then displays the scene location information in the esports event management program based on the scene location information sent by the backend server. Optionally, the NFC information read from the scene element includes a second device identifier corresponding to the scene element; that is, the aforementioned first query keyword can be implemented as a second device identifier.

[0067] Third, in response to the data interaction between the participating devices and scene elements, the e-sports event management program is run. The scene elements include a second graphic identifier code, and the data interaction between the participating devices and scene elements is implemented by scanning this second graphic identifier code. Optionally, the scene elements include streaming media devices. The second graphic identifier code includes a second query keyword, which corresponds to scene location information. In response to the scanning operation of the second graphic identifier code, the second query keyword is obtained; a third query request, including the second query keyword, is sent to the backend server; scene location information based on the third query keyword is received from the backend server; and the scene location information of the participating devices is displayed in the e-sports event management program.

[0068] The backend server includes the correspondence between the second query keyword and scene location information. In response to receiving a third query request, the backend server retrieves the scene location information corresponding to the second query keyword based on the second query keyword in the third query request, and sends this scene location information to the esports event management program corresponding to the participating device. The participating device then displays the scene location information in the esports event management program based on the scene location information sent by the backend server. Optionally, scanning the second graphic identifier code yields a second device identifier including the scene element; that is, the aforementioned second query keyword can be implemented as the second device identifier.

[0069] Optionally, the aforementioned backend server is used to support backend operations, including but not limited to data analysis, data storage, task scheduling, etc., wherein the backend server includes but is not limited to: a streaming media server for processing and distributing real-time streaming media data; and a business server responsible for processing specific business logic and data.

[0070] In summary, the method provided in this application connects the participating device to a streaming media device in the physical scene of the competition venue via a media connection cable. When the e-sports event management program is running, the method provides the participating device with corresponding scene location information through the streaming media transmission channel established between the streaming media device and the participating device, thereby automatically completing the input of scene location information. This avoids the instability caused by manual input, including high latency and input errors, thereby improving the accuracy of the participating device's participation information in the e-sports event management program. Furthermore, it simplifies the information acquisition process, enhances the user experience, and improves the efficiency of logging into the e-sports event management program.

[0071] In an optional embodiment, when a connection operation is received between the participating device and the streaming media device to establish a data transmission channel between the participating device and the streaming media device, the participating device obtains the corresponding scene location information based on the first device identifier and the streaming media device, and displays the scene location information corresponding to the participating device in the e-sports event management program.

[0072] Figure 3 This is a flowchart of a method for generating e-sports equipment information provided in another exemplary embodiment of this application. This method can be implemented by a computer device (which can be configured as follows). Figure 1 The method is executed by the terminal 120 or server 140 shown, or it is executed jointly by the terminal and server. In this embodiment, the method is executed jointly by the terminal and server as an example. Figure 3 As shown, the above method also includes the following steps.

[0073] Step 310: Receive connection operation between the participating device and the streaming media device via the media connection cable.

[0074] The streaming media device is a device located in the physical environment of the competition venue. The connection operation is used to establish a streaming media transmission channel between the competition device and the streaming media device. The connection operation can be any connection method; in this embodiment, it is implemented as a connection via an HDMI cable. The data transmission channel includes a streaming media transmission channel.

[0075] Schematic representation: The process of connecting the participating equipment and the streaming media device via an HDMI cable and transmitting data based on the established streaming media transmission channel includes, but is not limited to, at least one of the following steps: 1. Insert one end of the HDMI cable into the HDMI output port corresponding to the participating device, and the other end into the HDMI input port of the streaming media device to establish a physical electrical connection.

[0076] 2. When the two ends of the HDMI cable are connected to the participating device and the streaming media device respectively, the hot-plug detection pin in the HDMI cable triggers a level change signal, notifying both the streaming media data management unit corresponding to the participating device and the streaming media device that the connection has been established. The streaming media data management unit corresponding to the participating device is used to generate and output streaming media data conforming to the HDMI protocol standard, such as digital audio and video signals. Illustratively, when the participating device is implemented as a PC, the streaming media data management unit corresponding to the participating device is implemented as a graphics card. This application embodiment does not limit the type of the participating device or the corresponding streaming media data management unit.

[0077] 3. The aforementioned streaming media data management unit sends a format acquisition request to the streaming media device through the streaming media transmission channel established by the HDMI connection cable. This format acquisition request is used to request the reading of the streaming media data format corresponding to the streaming media device. Optionally, acquiring the streaming media data format corresponding to the streaming media device includes, but is not limited to: reading the Extended Display Identification Data (EDID) corresponding to the streaming media device through the format acquisition request. The EDID is used to store the highest resolution, refresh rate, color depth, audio format, etc. supported by the streaming media device. After acquiring the EDID, the streaming media data management unit corresponding to the participating device obtains the streaming media data format supported by the streaming media device based on the streaming media data to be transmitted in the participating device.

[0078] 4. Given that the streaming media data format supported by the streaming media device is available, the participating device transmits the streaming media data stream to the streaming media device. The streaming media data stream is encoded and packaged according to the format required by the HDMI protocol and output through the HDMI interface. This schematically includes at least one of the following steps: acquiring pixel matrix data and preprocessing it by the corresponding streaming media data management unit of the participating device; transmitting the data through a Transition-Minimized Differential Signaling (TMDS) channel, where TMDS is used to encode and uniformly transmit the streaming media data stream, such as image data or video data; and splitting the streaming media data stream into three independent TMDS data streams based on the pixel clock, corresponding to the red, green, and blue channels respectively.

[0079] 5. After receiving the streaming media data stream, the receiver inside the streaming media device decodes the streaming media data stream and stores or sends the decoded streaming media data stream to the designated target location.

[0080] It is worth noting that the above-described connection establishment between the participating device and the streaming media device is merely an illustrative example, and the embodiments of this application do not limit the data transmission method and specific transmission process between the participating device and the streaming media device.

[0081] By receiving the connection operation between the participating device and the streaming media device, a streaming media transmission channel is established between the participating device and the streaming media device using an HDMI cable. The channel establishment process is simple and convenient. Streaming media data and data waiting to be transmitted are transmitted between the participating device and the streaming media device based on a single cable. While simplifying the wiring complexity from a physical perspective, the quality of data transmission is ensured.

[0082] In some embodiments, the streaming media transmission channel is used to transmit the program interface to the streaming media device, the streaming media device stores a second device identifier, and the streaming media device is used to send the second device identifier and the first device identifier to the backend server.

[0083] In some embodiments, the streaming media device can be implemented as a processor with streaming media data decoding function, data transmission function, and data storage function. Schematic, the streaming media data decoding function is used to obtain a corresponding first device identifier from the program interface of the e-sports event management program sent by the participating device; the data transmission function is used to receive the first device identifier data sent by the participating device and to send the program interface data of the e-sports event management program to the backend server; and the data storage function is used to store a second device identifier.

[0084] Alternatively, the streaming media device can send the program interface received from the participating device to the backend server, which can then obtain the first device identifier from the program interface.

[0085] Step 320: Display the device identification element.

[0086] The device identification element is used to indicate the first device identifier of the participating device.

[0087] It is worth noting that there is no timing dependency between steps 310 and 320 in this embodiment. Indicatively, the timing order between steps 310 and 320 can be that step 310 is before step 320, or step 320 is before step 310, or steps 310 and 320 are executed simultaneously.

[0088] Optionally, the device identification element may be displayed immediately after the esports event management program is run; or, the device identification element may be displayed in response to receiving a connection operation that connects the participating device and the streaming media device via a media connection cable after the esports event management program is run; or, the device identification element may be displayed in response to receiving an identification display operation after the esports event management program is run.

[0089] In some embodiments, a first device identifier of the participating device is obtained, and a device identifier element is displayed based on the first device identifier. When displaying the device identifier element, at least one of the following situations is included: First, in the program interface of the e-sports event management program, a device identifier element is generated and displayed based on the first device identifier; That is, the device identifier element corresponding to the first device identifier is overlaid and displayed on the program interface of the e-sports event management program.

[0090] Second, the program interface is hidden, and the device identifier element is generated and displayed independently based on the first device identifier.

[0091] That is, hide the program interface of the e-sports event management program and display the device identification element on the terminal interface with the program interface hidden.

[0092] In some embodiments, after hiding the esports event management program, a preset background area is displayed, and a device identification element is displayed on the preset background area. For example, after hiding the esports event management program, a background area corresponding to a preset color is displayed, and the device identification element is displayed on the background area. Alternatively, after hiding the program interface of the esports event management program, the terminal interface is identified, and the device identification element is displayed in an area that meets the element display requirements. Illustratively, the device identification element is displayed in an area where the overall color difference is less than a preset threshold value.

[0093] In this embodiment of the application, the display of device identification elements on the program interface of the e-sports event management program is used as an example. Optionally, the device identification elements are displayed in a preset area on the program interface of the e-sports event management program.

[0094] Optionally, the display device identification element includes at least one of the following: 1. Display the first graphic identifier code, which can be scanned to obtain the first device identifier. The first graphic identifier code is used by the backend server to scan and obtain the first device identifier. 2. Display the identifier string. The identifier string is used by the backend server to obtain the first device identifier through optical character recognition.

[0095] The first graphic identifier is displayed in the program interface of the e-sports event management program, and the first graphic identifier can be scanned to obtain the first device identifier; and / or, the identifier string is displayed in a preset area in the program interface of the e-sports event management program, and the preset area is used for the backend server to obtain the first device identifier through optical character recognition.

[0096] For illustrative purposes, please refer to the following: Figure 4 , Figure 4This is a schematic diagram of the program interface of an e-sports event management program provided in an exemplary embodiment of this application, such as... Figure 4 As shown, optionally, the e-sports event management program can run on the participating device, taking a PC as an example. The player version of the e-sports event management program runs on the participating device. During the connection process between the e-sports event management program and the backend server, i.e., during the process of obtaining the scene location information corresponding to the participating device, the device identifier element is displayed in the program interface 400 of the e-sports event management program by obtaining the first device identifier corresponding to the participating device. Optionally, the device identifier element is implemented as a first graphic identifier code 410. The streaming media device obtains the program interface 400 sent by the participating device through the data transmission channel and sends the program interface 400 to the backend server. The backend server scans the first graphic identifier code 410 to obtain the first device identifier corresponding to the participating device, thereby establishing the correspondence between the first device identifier, the second device identifier, and the scene location information.

[0097] In some embodiments, the first device identifier includes at least one of the following: the media access control address of the participating device; the account identifier logged in by the participating device; and the hardware identifier code of the participating device.

[0098] The Media Access Control (MAC) address is a unique hardware identifier assigned to a network interface, precisely identifying the unique network interface card and the corresponding participating device. The MAC address operates at the data link layer of the network protocol stack, used for direct addressing and communication between devices within the same local network. Illustratively, a MAC address is represented by six groups of two-digit hexadecimal numbers.

[0099] The hardware identification code is a code permanently embedded in the hardware device to uniquely identify it. Illustratively, the hardware identification code is permanently written into the device's read-only memory or a specific chip during the hardware manufacturing process and is generally unchangeable by the user; it also follows a specific industry standard format. Illustratively, the hardware identification code includes, but is not limited to, one of the following: a MAC address for identifying a network interface, an International Mobile Equipment Identity (IMEI) for identifying a mobile communication device, or a serial number assigned by the manufacturer to identify a specific individual device.

[0100] By expanding the feasible implementation methods of the first device identifier, the information adaptability of the first device identifier in different application scenarios is improved, and the application efficiency of the information generation method is improved. The e-sports event information generation method provided in this embodiment can select an identifier format that is compatible with specific application scenarios, thereby improving the user experience.

[0101] It is worth noting that the above-mentioned implementation of the first device identifier is only an illustrative example, and the specific implementation of the first device identifier in this application embodiment is not limited.

[0102] Step 330: Send the interface content to the streaming media device through the streaming media transmission channel.

[0103] The interface content includes a device identification element, which is used to indicate the primary device identifier of the participating device. In other words, the interface content is sent to the streaming media device via the streaming media transmission channel, thereby transmitting the primary device identifier of the participating device to the streaming media device through the sent interface content.

[0104] In this embodiment, the display of device identification elements in the program interface of the e-sports event management program is used as an example for explanation.

[0105] In some embodiments, the participating device sends a program interface to the streaming media device via a streaming media transmission channel, and the streaming media device obtains the program interface sent by the participating device via a data transmission channel. The program interface includes a device identification element. After establishing a correspondence between the received program interface and the second device identification, the streaming media device sends this correspondence to the backend server. The backend server obtains the first device identification included in the program interface, i.e., obtains the correspondence between the first device identification and the second device identification of the participating device. Based on the correspondence between the second device identification and scene location information stored in the backend server, the backend server obtains the correspondence between the second device identification, the first device identification, and the scene location information. The backend server obtains the first device identification included in the program interface in ways including, but not limited to: 1. The interface content includes a first graphic identifier code. For example, the interface of an e-sports event management program displays a first graphic identifier code. This first graphic identifier code is used to obtain the first device identifier by scanning. The backend server scans the first graphic identifier code to obtain the first device identifier corresponding to the participating device. Illustratively, the aforementioned first graphic identifier code is implemented as a QR code image. A QR code is a graphic encoding system used to store data information by regularly distributing specific geometric shapes on a two-dimensional plane. The encodeable data information includes, but is not limited to, numbers, letters, binary data, Chinese characters, and other types. Furthermore, the data corresponding to the QR code image can still be accurately read even when some parts of the graphic are damaged, resulting in high accuracy in data transmission and storage. Alternatively, the first graphic identifier code may include, but is not limited to, one-dimensional barcodes, QR code images, stacked QR codes, color graphic codes, etc.

[0106] 2. The interface content includes an identifier string. For example, the interface of the e-sports event management program displays an identifier string in a preset area, which is the string representing the first device identifier. In other words, the backend server obtains the first device identifier corresponding to the participating device by performing an optical character recognition (OCR) operation on the preset area.

[0107] The aforementioned method of obtaining the first device identifier based on the program interface transforms unstructured graphic information into structured text data that can be processed and utilized by a computer, thus replacing manual input. It can instantly capture and convert image content, improve the efficiency of data acquisition, avoid input errors caused by manual operation, and ensure the accuracy and consistency of the data acquisition process.

[0108] Step 340: Based on the first device identifier, display the scene location information of the participating device in the e-sports event management program.

[0109] It is worth noting that step 340 is an optional step. In some embodiments, based on the first device identifier, the participating device obtains the scene location information and stores it locally. Subsequently, when the participating device sends device status information to the backend server, it packages the scene location information and the device status information and sends them to the backend server. That is, after receiving the scene location information, the participating device displays the scene location information; or, after receiving the scene location information, the participating device displays the login result. The login result is a result indicating successful login after receiving the scene location information, and the scene location information is not directly displayed in the login result.

[0110] In some embodiments, a first query request is sent to a backend server, the first query request including a first device identifier.

[0111] Optionally, in response to a connection operation, a timer is started, and the timer is configured with a timeout duration; when the timer reaches the timeout duration, a first query request is sent to the backend server.

[0112] Alternatively, in response to sending interface content to the streaming media device via the streaming media transmission channel, a timer is started, illustratively, at the start of sending the interface content to the streaming media device.

[0113] In some embodiments, the timer is started after the esports event management program is run, or when the esports event management program is run and a streaming media transmission channel is established between the participating device and the streaming media device, or when the esports event management program is run and the interface content is started to be transmitted to the streaming media device.

[0114] In some embodiments, the first query request is sent using a polling mechanism to obtain status updates or new data from the backend server through periodically sent query requests. The process of sending the first query request includes at least one of the following steps: 1. The participating devices corresponding to the e-sports event management program start a timer and configure the timer duration. This timer duration is used to indicate the fixed interval period of the polling.

[0115] 2. This timer runs independently of the esports event management program, or it depends on the esports event management program. When the timer reaches its preset duration, a timeout event is triggered.

[0116] 3. Upon receiving the aforementioned timeout event, the participating device automatically sends a first query request to the backend server and waits for the backend server's response. The first query request is used to query the backend server for the scene location information corresponding to the first device identifier of the participating device.

[0117] 4. The backend server processes the first query request and returns a response message regardless of whether it has obtained the scene location information corresponding to the first device identifier of the participating device. For example, if the backend server obtains the correspondence between the first device identifier and scene location information of the participating device, it returns the scene location information; if the backend server does not obtain the correspondence between the first device identifier and scene location information of the participating device, it returns a status indication that the information has not been obtained.

[0118] 5. Based on the response message sent by the backend server, perform a loop query or terminate the query. Illustratively, if the backend server returns the scene location information corresponding to the first device identifier of the participating device, the participating device stops sending the first query request; if the backend server returns a status indication that the information was not obtained, the participating device resets the timer and restarts the timing, that is, returns to step 2 to wait for the preset timeout duration again.

[0119] The participating devices actively initiate query requests at fixed time intervals, and information is obtained through a simple connection between the participating devices and the backend server. The logic is clear and the development complexity is low. At the same time, each polling cycle implements an independent request-response process, which is highly reliable and fault-tolerant. Furthermore, the request behavior of the participating devices is deterministic and predictable, which facilitates traffic planning and load management.

[0120] After sending the first query request to the backend server, the system receives the scene location information from the backend server and displays the scene location information of the participating devices in the e-sports event management program.

[0121] The backend server stores the correspondence between the second device identifier and the scene location information.

[0122] After the backend server receives the second device identifier and interface content sent by the streaming media device, it obtains the first device identifier from the interface content, thereby obtaining the correspondence between the second device identifier and the first device identifier, and then obtains the correspondence between the first device identifier, the second device identifier and the scene location information.

[0123] In some embodiments, when displaying the scene location information of the participating devices, at least one of the following is included: First, the venue information of the participating equipment is displayed in the e-sports event management program. The venue information is used to indicate the venue identifier of the competition venue where the participating equipment is located. Second, the esports event management program displays the seating information of the participating devices, which is used to indicate the seat identification of the participating devices in the competition venue.

[0124] By establishing a streaming media transmission channel between the participating device and the streaming media device, the interface content of the participating device is sent to the streaming media device. The streaming media device then synchronizes the second device identifier and interface content of the streaming media device to the backend server. Subsequently, it requests the scene location information of the participating device from the backend server. Through technical means, automatic identification and conversion are achieved, establishing an automatic information generation process. This avoids problems such as input errors that may occur due to manual input and improves the accuracy of the participating device's participation information in the e-sports event management program.

[0125] For illustrative purposes, please refer to the following: Figure 5 , Figure 5 This is a schematic diagram of an information interaction process provided in an exemplary embodiment of this application, such as... Figure 5 As shown, the configuration terminal 510 configures event information, scene location information, streaming media device configuration information, etc., and stores the above configuration information in the backend server 520. Illustratively, the backend server 520 includes the correspondence between the second device identifier of the streaming media device and the scene location information. Before the e-sports event, the e-sports event management program 530 runs on the participating device and sends an information retrieval request to the backend server 520; based on the information retrieval request, the backend server 520 feeds back event information to the e-sports event management program 530. The e-sports event management program 530 obtains the first device identifier of the participating device and displays the device identifier element corresponding to the first device identifier in the program interface of the e-sports event management program 530. Illustratively, the e-sports event management program 530 generates a first graphic identifier code (device identifier element) including the MAC address (first device identifier).

[0126] like Figure 5As shown, the e-sports event management program 530 acquires screen recording stream data of the program interface, including device identification elements, and sends the screen recording stream data to the streaming media device 540. The streaming media device 540 forwards the screen recording stream data sent by the e-sports event management program 530 to the streaming media server 550, and also sends the second device identification of the streaming media device 540 to the streaming media server 550. The streaming media server 550 receives the screen recording stream data, parses the first graphic identifier code in the corresponding program interface, and obtains the first device identification. Schematic, the first device identification is implemented as a MAC address. The streaming media server 550 sends the MAC address and the second device identification to the backend server 520. The backend server 520 has a pre-configured correspondence between the second device identification and scene location information. Thus, the backend server 520 includes the correspondence between the MAC address, the second device identification, and the scene location information.

[0127] like Figure 5 As shown, the participating devices send a first query request to the backend server 520 through the e-sports event management program 530; the backend server 520 responds to the first query request and sends scene location information back to the e-sports event management program 530. Upon obtaining the scene location information, the e-sports event management program 530 enters event management and sends an entry signal to the backend server 520. Correspondingly, the backend server 520 enters storage mode to store the real-time hardware and software status and network status of the participating devices.

[0128] For illustrative purposes, please refer to the following: Figure 6 , Figure 6 This is a schematic diagram of inter-module interaction provided in an exemplary embodiment of this application, such as... Figure 6 As shown, the participating device 610 receives a connection operation from the participating device and the streaming media device, schematically establishing a data transmission channel between the participating device and the streaming media device via an HDMI cable. The participating device 610 sends the program interface of the e-sports event management program to the streaming media device 620 via the HDMI cable. This program interface displays a first device identifier corresponding to the participating device. Based on the program interface sent by the participating device 610, the streaming media device 620 establishes a correspondence between its second device identifier and the program interface, and sends the second device identifier, the program interface, and the correspondence between the second device identifier and the program interface to the streaming media server 630. Schematically, the program interface is transmitted in the form of streaming data.

[0129] like Figure 6As shown, the streaming media server 630 obtains the first device identifier from the received program interface, thereby establishing a correspondence between the first device identifier and the second device identifier of the participating device. Schematic, the first device identifier is implemented as a MAC address. The streaming media server 630 reports the MAC address and the second device identifier of the participating device to the backend server 640. Based on the correspondence between the second device identifier and scene location information stored in the backend server 640, the corresponding relationship between the second device identifier, the first device identifier, and the scene location information is obtained and stored in the backend server 640. When the participating device 610 is running the e-sports event management program and is in a connected state, the participating device 610 sends a first query request to the backend server 640 via polling based on a timer. Upon obtaining the correspondence between the second device identifier, the first device identifier, and the scene location information, the backend server 640 responds to the first query request and returns the scene location information to the participating device 610.

[0130] In summary, the method provided in this application connects the participating device to a streaming media device in the physical scene of the competition venue via a media connection cable. When the e-sports event management program is running, the method provides the participating device with corresponding scene location information through the streaming media transmission channel established between the streaming media device and the participating device, thereby automatically completing the input of scene location information. This avoids the instability caused by manual input, including high latency and input errors, thereby improving the accuracy of the participating device's participation information in the e-sports event management program. Furthermore, it simplifies the information acquisition process, improves the user experience, and increases the efficiency of logging into the e-sports event management program.

[0131] The method provided in this application implements an automatic information generation process based on data transmission, including obtaining the first device identifier of the participating device and displaying the device identifier element in the program interface of the e-sports event management program; transmitting the program interface to the streaming media device based on the streaming media transmission channel established between the participating device and the streaming media device; thereby obtaining the scene location information corresponding to the first device identifier of the participating device based on the interaction behavior between the streaming media device and the backend server; ensuring that the entire information generation process eliminates the interference of manual operation and improves the accuracy of the participating device's participation information in the e-sports event management program.

[0132] In an optional embodiment, Figure 7 This is a flowchart of a method for generating e-sports device information provided in another exemplary embodiment of this application. The method is implemented by a computer device (which can be configured as follows). Figure 1 The method is executed by either the terminal 120 or the server 140 shown, or it is executed jointly by the terminal and the server. In this embodiment, the method is executed by the terminal as an example. Figure 7 As shown, the above method also includes the following steps 710 to 740.

[0133] Step 710: Receive near-field communication read operations on scene elements.

[0134] Scene elements are elements within the physical scene of the competition venue. Near-field communication (NFC) read operations are used to read NFC information from these scene elements. Optionally, scene elements include streaming media devices. Illustratively, scene elements include NFC information via NFC tags, where the NFC tag is a complete functional unit integrating a microchip and an antenna coil. Optionally, these scene elements exist in the physical scene of the competition venue where the participating device is located, in the form of cards, stickers, wearable devices, textile tags, injection-molded packages, and electronic product motherboards, etc., and correspond one-to-one with the scene location information corresponding to the participating device. By performing a NFC read operation on the participating device, a data interaction operation is established between the scene elements and the participating device.

[0135] In some embodiments, the process of performing NFC reading operations on scene elements includes, but is not limited to, at least one of the following steps: 1. The participating device must have NFC functionality. When the NFC function is enabled, the participating device acts as the initiating device. The antenna coil inside the participating device generates a high-frequency alternating electromagnetic field to provide the energy required for data transmission to the NFC tags embedded in the scene elements, eliminating the need for the NFC tags to have their own power source. Furthermore, this high-frequency alternating electromagnetic field serves as the physical carrier for data transmission.

[0136] 2. When the NFC tag corresponding to the scene element enters the range of the high-frequency alternating electromagnetic field, the antenna coil in the NFC tag will couple energy and generate an induced current, thus being activated.

[0137] 3. When the NFC tag is activated, the microchip inside the NFC tag begins to work, reading preset NFC information from the NFC tag's internal storage area. In order to transmit the above NFC information back to the initiating device, the NFC tag changes the electromagnetic characteristics of its internal antenna circuit through load modulation technology.

[0138] It is worth noting that the above-described process of performing NFC reading operations on scene elements is merely an illustrative example, and the specific method of reading NFC information from scene elements is not limited in the embodiments of this application.

[0139] NFC technology, based on the principle of electromagnetic induction, enables short-range, high-frequency wireless communication. It simplifies the multi-step data interaction between participating devices and scene elements into a single NFC read operation, streamlining the information acquisition process and avoiding complex pairing interactions such as manual input and scanning. Furthermore, its shorter effective range compared to other pairing interactions physically reduces the risk of remote signal acquisition or man-in-the-middle attacks, improving data security and thus increasing the accuracy of participating device information in esports event management programs. Simultaneously, the NFC read operation shortens response time and automatically establishes data interaction connections between participating devices and scene elements, enhancing user experience and improving the efficiency of obtaining participating information in esports event management programs.

[0140] Optionally, the scene location information of the event equipment can be displayed in the e-sports event management program based on near-field communication reading operations.

[0141] Step 720: In response to the near-field communication read operation, acquire near-field communication information.

[0142] Near-field communication information includes a first query keyword. In some embodiments, when performing an NFC reading operation on a scene element, the participating device, as the initiating device, activates the NFC tag mounted on the scene element using a high-frequency alternating electromagnetic field. When the NFC tag is activated, the microchip inside the NFC tag begins to operate, reading preset NFC information from the storage area inside the NFC tag. To transmit the aforementioned NFC information back to the initiating device, the NFC tag changes the electromagnetic characteristics of its internal antenna circuit using load modulation technology. The antenna coil inside the initiating device, i.e., the participating device, detects the change in the electromagnetic characteristics corresponding to the NFC tag, thereby transmitting the preset NFC information to the initiating device in the form of a load-modulated signal. The NFC controller inside the participating device decodes the received load-modulated signal to restore the NFC information stored in the NFC tag. After obtaining the NFC information, the NFC information is transmitted to the e-sports event management program for parsing and execution of corresponding information generation operations. Optionally, the scene element is implemented as a streaming media device.

[0143] In some embodiments, the process of acquiring NFC information in response to an NFC read operation includes, but is not limited to, at least one of the following steps: 1. The NFC tag internally includes a microchip and a controllable load resistor connected in parallel with the microchip. The NFC tag controls the load resistor via a switch, including at least one of the following two operations: Connecting the load: When the data to be transmitted by the NFC tag is bit "1", the load resistor is connected to the circuit by closing the switch; Disconnecting the load: When the data to be transmitted by the NFC tag is bit "0", the load resistor is disconnected from the antenna circuit by opening the switch.

[0144] 2. The initiating device, i.e., the participating device, detects the minute changes in the aforementioned high-frequency alternating electromagnetic field. The switching on and off of the load resistor directly alters the equivalent impedance of the NFC tag antenna circuit, thus affecting the degree of energy absorbed from the initiating device's electromagnetic field. Illustratively, when the NFC tag is connected to the load, it absorbs more energy from the high-frequency alternating electromagnetic field compared to when the NFC tag is disconnected from the load. Based on the change in load resistance, the energy absorption corresponding to the NFC tag undergoes periodic changes, causing minute fluctuations in the voltage across the initiating device's antenna coil corresponding to the data to be transmitted in the NFC tag.

[0145] 3. The initiating device, i.e., the participating device, continuously acquires the minute fluctuations in the voltage across the antenna coil, i.e., the load modulation signal. The carrier signal corresponding to the original high-frequency alternating electromagnetic field is filtered out from the load modulation signal, the remaining changing signal is acquired, and it is restored to the binary data stream sent by the NFC tag, thereby obtaining the NFC information.

[0146] Step 730: Send a second query request to the backend server based on near-field communication information.

[0147] The second query request includes the first query keyword. The backend server includes the correspondence between the first query keyword and scene location information. In some embodiments, the first query keyword is a second device identifier of the scene element; optionally, the scene element is implemented as a streaming media device.

[0148] In some embodiments, the participating device or the esports event management program corresponding to the participating device, as the requesting party, sends a second query request including the first query keyword to the backend server. Optionally, the backend server, as the service provider, internally maintains a first mapping table. The first mapping table is implemented as a data structure for storing key-value pair correspondences. When the backend server receives the second query request, it performs a lookup operation in the first mapping table using the first query keyword as the key to match the unique value corresponding to the first query keyword. After completing the lookup operation in the first mapping table, the backend server returns the obtained first query value as response data to the participating device or the esports event management program corresponding to the participating device.

[0149] Step 740: Receive the scene location information returned by the backend server based on the first query keyword.

[0150] Optionally, after receiving the scene location information, the scene location information of the participating device can be displayed in the e-sports event management program; or, after receiving the scene location information, the login result can be displayed, but the login result does not include the scene location information that is directly displayed.

[0151] In some embodiments, based on a lookup operation on the first mapping table, the backend server obtains the query result corresponding to the first query keyword as the key, i.e., the first query value. The backend server returns the first query value as response data to the participating device or the e-sports event management program corresponding to the participating device. The first query value is implemented as the scene location information corresponding to the participating device, and the e-sports event management program corresponding to the participating device receives the first query value, i.e., the scene location information. Based on the program's internal display logic, the scene location information of the participating device is displayed in the e-sports event management program.

[0152] For illustrative purposes, please refer to the following: Figure 8 , Figure 8 This is a schematic diagram of the program interface of an e-sports event management program provided in another exemplary embodiment of this application, such as... Figure 8 As shown, optionally, the esports event management program can run on the participating device, such as a mobile terminal device. The player version of the esports event management program runs on the participating device. During the connection process between the esports event management program and the backend server, i.e., during the process of obtaining the scene location information corresponding to the participating device, the user is prompted to perform a "tap-to-click" operation to obtain the scene location information of the participating device. NFC information is read from the scene element by receiving an NFC read operation on the scene element; optionally, the scene element is implemented as a streaming media device.

[0153] like Figure 8 As shown, the NFC information includes a first query keyword; based on the NFC information, a second query request is sent to the backend server through the e-sports event management program, the second query request including the first query keyword; the scene location information fed back by the backend server based on the first query keyword is received; and the scene location information 810 of the participating equipment is displayed in the e-sports event management program. The scene location information is used to indicate the venue identifier of the competition venue where the participating equipment is located; and / or, the seat identifier of the participating equipment in the competition venue. Schematically, the scene location information is implemented in the main venue - A3.

[0154] In summary, the method provided in this application connects the participating device to a streaming media device in the physical scene of the competition venue via a media connection cable. When the e-sports event management program is running, the method provides the participating device with corresponding scene location information through the streaming media transmission channel established between the streaming media device and the participating device, thereby automatically completing the input of scene location information. This avoids the instability caused by manual input, including high latency and input errors, thereby improving the accuracy of the participating device's participation information in the e-sports event management program. Furthermore, it simplifies the information acquisition process, enhances the user experience, and improves the efficiency of logging into the e-sports event management program.

[0155] The method provided in this application embodiment obtains the first query keyword in the near-field communication information through near-field communication reading operation, and then queries the corresponding scene location information in the background server based on the first query keyword. This expands the information acquisition method, simplifies the process of generating e-sports event information, avoids possible errors in manual input, and improves the accuracy of the participation information of participating devices in the e-sports event management program.

[0156] In one optional embodiment, the scene element includes a second graphical identifier; in some embodiments, the scene element is implemented as a streaming media device. (Illustratively,) Figure 9 This is a flowchart of a method for generating e-sports device information provided in another exemplary embodiment of this application. The method is implemented by a computer device (which can be configured as follows). Figure 1 The method is executed by either the terminal 120 or the server 140 shown, or it is executed jointly by the terminal and the server. In this embodiment, the method is executed by the terminal as an example. Figure 9 As shown, the above method also includes the following steps 910 to 940.

[0157] Step 910: Receive the scanning operation of the second graphic identifier code.

[0158] The scene element includes a second graphic identifier code. Optionally, the scene element is implemented as a streaming media device. The second graphic identifier code includes a second query keyword, which corresponds to the scene location information. Indicatively, the implementation methods of the above-mentioned second graphic identifier code include, but are not limited to, one-dimensional barcodes, QR code images, stacked QR codes, and color graphic codes. Among them, a QR code, also known as a Quick Response Code, is a graphic encoding system used to store data information by regularly distributing specific geometric shapes on a two-dimensional plane; the encodeable data information includes, but is not limited to, numbers, letters, binary data, Chinese characters, and other types; furthermore, the data corresponding to the QR code image can still be accurately read even when some parts of the graphic are damaged, resulting in high accuracy in data transmission and storage.

[0159] In some embodiments, the second graphic identifier may optionally exist in the physical scene of the competition venue where the participating device is located, in the form of a sticker or ornament, and correspond one-to-one with the scene location information corresponding to the participating device. For example, the QR code may be affixed to the casing of the streaming media device, or to the back of the chair corresponding to the current participating device in the competition venue. By scanning the second graphic identifier with the participating device, a data interaction operation is established between the scene elements and the participating device.

[0160] In some embodiments, the reading device captures a second graphic identifier. Schematic, in the case where the participating device is a smartphone, the reading device includes the smartphone's camera; or, the reading device is implemented as an image acquisition device connected to the participating device. This application does not limit the correspondence between the reading device and the participating device.

[0161] Data interaction between participating devices and scene elements is achieved through scanning a second graphic identifier. This highly structured, machine-readable visual format avoids manual input, thereby improving the accuracy of participation information in the esports event management system. The multi-step data interaction between participating devices and scene elements is simplified into a single graphic identifier scanning operation, streamlining the information acquisition process. Simultaneously, the graphic identifier scanning operation shortens response time, automatically establishes data interaction connections between participating devices and scene elements, and improves user experience and the efficiency of obtaining participation information in the esports event management system.

[0162] For illustrative purposes, please refer to the following: Figure 10 , Figure 10 This is a schematic diagram of a graphical identification code scanning interface for an e-sports event management program provided in an exemplary embodiment of this application, such as... Figure 10 As shown, optionally, the esports event management program can run on the participating device, such as a mobile terminal device. The player version of the esports event management program runs on the participating device. During the connection process between the esports event management program and the backend server, that is, during the process of obtaining the scene location information corresponding to the participating device, the user is prompted to perform a "scan QR code" operation to obtain the scene location information of the participating device, that is, to connect the participating device to the backend server.

[0163] like Figure 10 As shown, the scene element includes a second graphic identifier. By receiving a scanning operation of the second graphic identifier, and when the second graphic identifier on the scene element is within the viewfinder 1010 of the reading device, a second query keyword is obtained from the second graphic identifier. Based on the second query keyword, a third query request, including the second query keyword, is sent to the backend server through the e-sports event management program; the scene location information fed back by the backend server based on the second query keyword is also received.

[0164] like Figure 10 As shown, optionally, the interface based on the graphic identification code scanning can jump to the near-field communication interface to receive near-field communication reading operations on scene elements; or, it can jump to the manual input interface to receive manually input scene location information of the participating device. The methods for manually inputting scene location information include, but are not limited to, any of the following: 1. Based on the virtual or physical keyboard of the participating device, the user completely inputs the scene location information of the participating device.

[0165] 2. Guide the user to complete the selection and input through a graphical interface, including but not limited to: presenting the venue identification and seat identification of the scene location information of the participating device in the form of a list or floor plan, etc., and the user clicks on the target scene location information to complete the input. Optionally, the presented scene location information includes: the scene location information in the background server that has not established a corresponding relationship with any participating device, where the scene location information includes but not limited to the venue identification of the participating venue where the participating device is located and the seat identification; or, the user needs to first select the row or line where the participating device is located within the participating venue where the participating device is located, and then select the specific column or seat information in the corresponding row or line list.

[0166] Optionally, display the scene location information of the participating device in the e-sports event management program based on a scanning operation.

[0167] Step 920, in response to the scanning operation, obtain a second query keyword.

[0168] In some embodiments, in the case of performing a scanning operation on the second graphical identification code, the reading device corresponding to the participating device captures the second graphical identification code. In some embodiments, the second query keyword is the second device identification of the scene element, and optionally, the scene element is implemented as a streaming media device. Taking the second graphical identification code being implemented as a QR code image as an example, the process of obtaining the second query keyword through the scanning operation of the second graphical identification code includes at least one of the following steps: 1. Determine the position, orientation, and tilt angle of the QR code by identifying the three positioning patterns corresponding to the QR code image, that is, the "square" - shaped blocks at the corners of the QR code image, and perform image correction. Based on the positioning patterns, scan the format information area to obtain the error correction level and data mask mode corresponding to the QR code image.

[0169] 2. According to the preset data reading rule, starting from the upper - left corner of the QR code image, traverse the black - and - white modules in the QR code image in a "Z" - shaped path and convert them into a binary data stream, where the black - and - white modules correspond one - to - one with the data codewords, which are used to indicate the preset data stored in the QR code image, including the second query keyword.

[0170] 3. Use the error - correction algorithm built into the e - sports event management program to check and repair the binary data stream to ensure accurate restoration of the preset data stored in the QR code image in the case of partial graphic damage. Optionally, the error - correction algorithm can be implemented as the Reed - Solomon algorithm.

[0171] 4. Decode the repaired binary data stream, including the second query keyword, into readable text, URLs, or other specific format information according to the encoding standard. Optionally, the encoding standard includes, but is not limited to, Unicode Transformation Format-8-bit (UTF-8).

[0172] Step 930: Send a third query request to the backend server.

[0173] The third query request includes the second query keyword. The backend server contains the correspondence between the first query keyword and the scene location information.

[0174] In some embodiments, the participating device or the esports event management program corresponding to the participating device, as the requesting party, sends a third query request including the second query keyword to the backend server. Optionally, the backend server, as the service provider, internally maintains a second mapping table. The second mapping table is implemented as a data structure for storing key-value pair correspondences. When the backend server receives the third query request, it performs a lookup operation in the second mapping table using the second query keyword as the key to match the unique value corresponding to the second query keyword. After completing the lookup operation in the second mapping table, the backend server returns the obtained second query value as response data to the participating device or the esports event management program corresponding to the participating device.

[0175] Step 940: Receive scene location information from the backend server based on the third query keyword.

[0176] Optionally, the scene location information of the participating devices can be displayed in the e-sports event management program; or, after receiving the scene location information, the login result can be displayed, but the login result does not include the scene location information that is directly displayed.

[0177] In some embodiments, based on a lookup operation on the second mapping table, the backend server obtains the query result corresponding to the second query keyword as the key, i.e., the second query value. The backend server returns the second query value as response data to the participating device or the e-sports event management program corresponding to the participating device. Here, the second query value is implemented as the scene location information corresponding to the participating device, and the e-sports event management program corresponding to the participating device receives the second query value, i.e., the scene location information. Based on the program's internal display logic, the scene location information of the participating device is displayed in the e-sports event management program.

[0178] Schematic representation: The internal display logic of the above program includes, but is not limited to, at least one of the following steps: 1. Obtain the data to be displayed, i.e., the scene location information. Optionally, this data to be displayed exists in the e-sports event management program in the form of variables or data objects.

[0179] 2. The esports event management program's interface contains predefined visual components, including but not limited to text boxes, labels, or graphic elements. These visual components are associated with the program's underlying data model or specific display attributes during creation.

[0180] 3. The esports event management program assigns the data to be displayed, i.e., the scene location information, to the display attributes corresponding to the pre-bound visual components. It also triggers the update mechanism of the program interface system corresponding to the esports event management program.

[0181] 4. After receiving the new value corresponding to the data to be displayed, the visualization component marks the area of ​​the program interface as invalid and sends a redraw request to the graphics processing unit corresponding to the e-sports event management program.

[0182] 5. The graphics processing unit calculates the exact position and size of the visualization component and surrounding elements; applies visual styles such as font, color, and background to the data to be displayed; converts the calculation results into a pixel matrix, and outputs it to the display unit of the participating device through the graphics driver program corresponding to the e-sports event management program.

[0183] It is worth noting that the above process of displaying the scene location information of participating devices in the e-sports event management program is only an illustrative example, and the specific display method of scene location information is not limited in the embodiments of this application.

[0184] In summary, the method provided in this application connects the participating device to a streaming media device in the physical scene of the competition venue via a media connection cable. When the e-sports event management program is running, the method provides the participating device with corresponding scene location information through the streaming media transmission channel established between the streaming media device and the participating device, thereby automatically completing the input of scene location information. This avoids the instability caused by manual input, including high latency and input errors, thereby improving the accuracy of the participating device's participation information in the e-sports event management program. Furthermore, it simplifies the information acquisition process, enhances the user experience, and improves the efficiency of logging into the e-sports event management program.

[0185] The method provided in this application embodiment obtains the second query keyword in the second graphic identifier by scanning the second graphic identifier, and then queries the corresponding scene location information in the background server based on the second query keyword. This expands the information acquisition method, simplifies the process of generating e-sports event information, avoids errors that may occur from manual input, and improves the accuracy of the participation information of participating devices in the e-sports event management program.

[0186] For illustrative purposes, please refer to the following: Figure 11 , Figure 11 This is a schematic diagram of the information interaction process provided by another exemplary embodiment of this application, such as... Figure 11 As shown, optionally, this method is applied to a competition device, taking a mobile terminal device as an example. The configuration terminal 1110 configures event information, scene location information, scene elements, and other configuration information, and stores the above configuration information in the backend server 1120. The backend server 1120 schematically includes the correspondence between the second device identifier of the scene elements and the scene location information. Before the e-sports event, the e-sports event management program 1130 runs on the competition device and sends an information retrieval request to the backend server 1120; based on the information retrieval request, the backend server 1120 feeds back event information to the e-sports event management program 1130.

[0187] like Figure 11 As shown, the e-sports event management program 1130 obtains the second device identifier of the scene element 1140 through data interaction operations between the participating devices and the scene element 1140. Indicatively, NFC information is read from the scene element 1140 through an NFC reading operation, and the second device identifier of the scene element 1140 is obtained based on the NFC information; alternatively, the scene element 1140 includes a second graphic identification code, and a second query keyword included in the second graphic identification code is obtained through a scanning operation. The second query keyword corresponds to the scene location information. Optionally, the second graphic identification code is implemented as a QR code, and the second query keyword includes the second device identifier.

[0188] like Figure 11 As shown, based on the second device identifier of scene element 1140, the e-sports event management program 1130 sends a query request to the backend server 1120 to obtain the scene location information of the participating devices. Indicatively, based on NFC information, a second query request is sent to the backend server 1120, the second query request including a first query keyword, optionally including the second device identifier of scene element 1140; or, in response to a scanning operation of the second graphic identifier, a third query request is sent to the backend server 1120, the third query request including the second query keyword. In response to the query request sent by the e-sports event management program 1130, the backend server 1120 returns the scene location information of the participating devices to the e-sports event management program 1130.

[0189] like Figure 11As shown, when the esports event management program 1130 obtains the scene location information, it enters event management and sends an entry signal to the backend server 1120. Correspondingly, the backend server 1120 enters storage mode to prepare for storing the real-time hardware and software status and network status of the participating devices. During the esports event, the esports event management program 1130 obtains the device-related indicators of the participating devices and reports these indicators to the backend server 1120. The backend server 1120, in storage mode, stores the device-related indicators sent by the esports event management program 1130.

[0190] For illustrative purposes, please refer to the following: Figure 12 , Figure 12 This is a schematic diagram of inter-module interaction provided by another exemplary embodiment of this application, such as... Figure 12 As shown, the system receives data interaction operations between the participating device 1210 and the scene element 1220. Optionally, it receives an NFC reading operation from the participating device 1210 on the scene element 1220, reads NFC information from the scene element 1220, and obtains a second device identifier of the scene element 1220 based on the NFC information; or, the scene element 1220 includes a second graphic identification code, and a second query keyword included in the second graphic identification code is obtained by scanning the second graphic identification code. The second query keyword corresponds to the scene location information. Optionally, the second graphic identification code is implemented as a QR code, and the second query keyword includes the second device identifier.

[0191] like Figure 12 As shown, when the participating device 1210 is running the e-sports event management program and is in a connected state, the participating device 1210 sends a query request to the backend server 1230 via polling based on a timer. Illustratively, based on NFC information, a second query request is sent to the backend server 1230. The second query request includes a first query keyword, optionally including the second device identifier of scene element 1220; or, in response to the scanning operation of the second graphic identifier code, a third query request is sent to the backend server 1230, the third query request including the second query keyword. In response to the query request sent by the participating device 1210, the backend server 1230 feeds back the scene location information of the participating device 1210 to the e-sports event management program corresponding to the participating device 1210. The backend server 1230 stores the correspondence between the second device identifier and the scene location information. Based on the correspondence between the second device identifier and the scene location information, in response to the above query request, the backend server 1230 returns the scene location information to the participating device 1210.

[0192] Figure 13This is a structural block diagram of an apparatus for generating e-sports equipment information provided in an exemplary embodiment of this application, such as... Figure 13 As shown, the device includes: Control module 1310 is configured to run an esports event management program, which manages device information for participating devices in esports events; and The acquisition module 1320 is configured to receive connection operations between the participating device and the streaming media device via a media connection cable. The streaming media device is a device in the physical scene of the competition venue. The connection operation is used to establish a streaming media transmission channel between the streaming media device and the participating device. Processing module 1330 is configured to display device identification elements, which are used to indicate the first device identification of the participating device; and to send interface content to the streaming media device through the streaming media transmission channel, the interface content including the device identification elements. Optionally, the processing module 1330 is also configured to display the scene location information of the participating device in the e-sports event management program based on the first device identifier. The scene location information is used to indicate the scene location of the participating device in the competition venue.

[0193] In an optional embodiment, the acquisition module 1320 is further configured to acquire a first device identifier of the participating device; The processing module 1330 is also configured to generate and display a device identifier element based on the first device identifier in the program interface of the e-sports event management program; or, to hide the program interface and generate and display the device identifier element independently based on the first device identifier.

[0194] In an optional embodiment, the streaming media device stores a second device identifier of the streaming media device, and the streaming media device is used to send the second device identifier and the interface content containing the device identifier element to the backend server to obtain the correspondence between the second device identifier and the first device identifier; The control module 1310 is also configured to send a first query request to the backend server, the first query request including a first device identifier; The acquisition module 1320 is also configured to receive scene location information fed back by the backend server; The processing module 1330 is also configured to display the scene location information of the participating devices in the e-sports event management program, and the backend server stores the correspondence between the second device identifier and the scene location information.

[0195] In an optional embodiment, the control module 1310 is further configured to start a timer in response to a connection operation, the timer being configured with a timing duration; The control module 1310 is also configured to send a first query request to the backend server when the timer reaches its set duration.

[0196] In an optional embodiment, the first device identifier is displayed in the program interface of the e-sports event management program, including at least one of the following: The processing module 1330 is also configured to display a first graphic identifier, which is used by the background server to scan and obtain the first device identifier. The processing module 1330 is also configured to display an identifier string, which is used by the backend server to obtain the first device identifier through optical character recognition.

[0197] In an optional embodiment, the first device identifier includes at least one of the following: the media access control MAC address of the participating device; the account identifier logged in by the participating device; and the hardware identifier code of the participating device.

[0198] In one optional embodiment, the media connection cable includes at least one of the following: HDMI cable (High-Definition Multimedia Interface) VGA (Video Graphics Array) cable; Digital Video Interface (DVI) cable; DisplayPort DP connection cable.

[0199] In an optional embodiment, the processing module 1330 is further configured to display venue information of the participating devices in the esports event management program, the venue information being used to indicate the venue identifier of the competition venue where the participating devices are located; and / or, The processing module 1330 is also configured to display the seating information of the participating devices in the e-sports event management program. The seating information is used to indicate the seat identification of the participating devices in the competition venue.

[0200] In an optional embodiment, the acquisition module 1320 is further configured to receive near-field communication read operations on scene elements, which are elements in the physical scene of the competition venue, and the near-field communication read operations are used to read near-field communication information from the scene elements.

[0201] In an optional embodiment, the acquisition module 1320 is further configured to acquire near-field communication information, including a first query keyword, in response to a near-field communication read operation. The control module 1310 is also configured to send a second query request to the backend server based on near-field communication information, the second query request including the first query keyword; The acquisition module 1320 is also configured to receive scene location information fed back by the backend server based on the first query keyword; The processing module 1330 is also configured to display the scene location information of the participating devices in the e-sports event management program.

[0202] In an optional embodiment, a second graphic identifier is included on the streaming media device; The acquisition module 1320 is also configured to receive a scanning operation on the second graphic identifier code, which includes a second query keyword that corresponds to the scene location information.

[0203] In an optional embodiment, the acquisition module 1320 is further configured to acquire a second query keyword in response to a scan operation; The control module 1310 is also configured to send a third query request to the backend server, the third query request including the second query keywords; The acquisition module 1320 is also configured to receive scene location information fed back by the backend server based on the third query keyword; The processing module 1330 is also configured to display the scene location information of the participating devices in the e-sports event management program.

[0204] In summary, the device provided in this application connects the participating equipment to a streaming media device in the physical scene of the competition venue via a media connection cable. When the e-sports event management program is running, it provides the participating equipment with corresponding scene location information through the streaming media transmission channel established between the streaming media device and the participating equipment, thereby automatically completing the input of scene location information. This avoids the instability caused by manual input, including high latency and input errors, thereby improving the accuracy of the participating equipment's participation information in the e-sports event management program. Furthermore, it simplifies the information acquisition process, improves the user experience, and increases the efficiency of logging into the e-sports event management program.

[0205] It should be noted that the apparatus provided in the above embodiments is only illustrated by the division of the above functional modules when implementing its functions. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the content structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.

[0206] Please refer to Figure 14 This diagram illustrates a structural block diagram of a computer device 1400 provided in one embodiment of this application. The computer device 1400 may be... Figure 1 The terminal or server in the computer system shown is used to implement the method for generating e-sports equipment information provided in the above embodiments. Specifically: Typically, computer device 1400 includes a processor 1401 and a memory 1402.

[0207] Processor 1401 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1401 may be implemented using at least one hardware form selected from Digital Signal Processing (DSP), Field Programmable Gate Array (FPGA), and Programmable Logic Array (PLA). Processor 1401 may also include a main processor and a coprocessor. The main processor, also known as the CPU, is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1401 may integrate a Graphics Processing Unit (GPU), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 1401 may also include an Artificial Intelligence (AI) processor, which is used to handle computational operations related to machine learning.

[0208] The memory 1402 may include one or more computer-readable storage media, which may be non-transitory. The memory 1402 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1402 is used to store a computer program configured to be executed by one or more processors to implement the above-described method for generating e-sports device information.

[0209] In some embodiments, the computer device 1400 may also optionally include other components 1403: a peripheral device interface and at least one peripheral device. The processor 1401, memory 1402, and peripheral device interface can be connected via a bus or signal lines. Each peripheral device can be connected to the peripheral device interface via a bus, signal lines, or a circuit board. Specifically, the peripheral device includes at least one of: radio frequency circuitry, a display screen, audio circuitry, and a power supply.

[0210] Those skilled in the art will understand that Figure 14 The structure shown does not constitute a limitation on the computer device 1400, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0211] In an exemplary embodiment, a computer-readable storage medium is also provided, wherein a computer program is stored in the storage medium, and the computer program, when executed by a processor, implements the above-described method for generating e-sports device information. Optionally, the computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), solid-state drives (SSDs), or optical discs, etc. The random access memory may include resistive random access memory (ReRAM) and dynamic random access memory (DRAM).

[0212] In an exemplary embodiment, a computer program product is also provided, the computer program product including a computer program stored in a computer-readable storage medium. A processor of a computer device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, causing the computer device to perform the above-described method for generating e-sports equipment information.

[0213] It should be noted that the collection and processing of relevant data (such as scene location information) in this application should strictly comply with the requirements of relevant national laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.

[0214] It should be understood that "multiple" as used in this article refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship.

[0215] Furthermore, the step numbers described herein are merely illustrative of one possible execution order between steps. In some other embodiments, the steps may not be executed in the order of their numbers, such as two steps with different numbers being executed simultaneously, or two steps with different numbers being executed in the reverse order of the illustration. This application does not limit this.

[0216] The above description is merely an exemplary embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A method of generating e-sports device information, characterized by, The method is executed by a participating device, and the method comprises: running an e-sports event management program, the e-sports event management program being used for managing device information of the participating device participating in the e-sports event; and receiving a connection operation of the participating device and a streaming media device through a media connection line, the streaming media device being a device in a physical scene of a participating venue, the connection operation being used for establishing a streaming media transmission channel between the streaming media device and the participating device; displaying a device identification element, the device identification element being used for indicating a first device identification of the participating device; sending interface content to the streaming media device through the streaming media transmission channel, the interface content comprising the device identification element.

2. The method of claim 1, wherein, The method further comprises: obtaining the first device identification of the participating device; The display of the device identification element comprises at least one of the following: generating and displaying the device identification element based on the first device identification in a program interface of the e-sports event management program; hiding the program interface, generating and independently displaying the device identification element based on the first device identification.

3. The method of claim 1, wherein, The method further comprises: based on the first device identification, displaying scene position information of the participating device in the e-sports event management program, the scene position information being used for representing a corresponding scene position of the participating device in the participating venue.

4. The method of claim 3, wherein, The streaming media device stores a second device identification of the streaming media device, and the streaming media device is used for sending the second device identification and the interface content containing the device identification element to a background server to obtain a corresponding relationship between the second device identification and the first device identification; The display of the scene position information of the participating device in the e-sports event management program based on the first device identification comprises: sending a first query request to the background server, the first query request comprising the first device identification; receiving the scene position information fed back by the background server, and displaying the scene position information of the participating device in the e-sports event management program, the background server storing a corresponding relationship between the second device identification and the scene position information.

5. The method of claim 4, wherein, The sending of the first query request to the background server comprises: starting a timer in response to the connection operation, the timer being configured with a timing duration; in a case where the timer reaches the timing duration, sending the first query request to the background server.

6. The method according to any one of claims 1 to 5, characterized in that, The display of the device identification element comprises at least one of the following: displaying a first graphical identification code, the first graphical identification code being used for the background server to scan to obtain the first device identification; displaying the identification string, the identification string being used for the background server to obtain the first device identification through optical character recognition.

7. The method according to any one of claims 1 to 6, characterized in that, The first device identification comprises at least one of the following: a media access control (MAC) address of the participating device; an account identification logged in by the participating device; a hardware identification code of the participating device.

8. The method according to any one of claims 1 to 7, characterized in that, The media connection line comprises at least one of the following: a high-definition multimedia interface (HDMI) connection line; a video graphics array (VGA) connection line; A digital video interface (DVI) connection line; A display port (DP) connection line.

9. The method of claim 3, wherein, The scene position information of the participating device displayed in the e-sports event management program includes at least one of the following: The venue information of the participating device displayed in the e-sports event management program is used to represent the venue identifier of the participating site where the participating device is located. The seat information of the participating device displayed in the e-sports event management program is used to represent the seat identifier of the participating site where the participating device is located.

10. The method according to any one of claims 1 to 9, characterized in that, The method further includes: receiving a near field communication reading operation on a scene element, the scene element being an element in a physical scene of a participating site, the near field communication reading operation being used to read near field communication information from the scene element; displaying the scene position information of the participating device in the e-sports event management program based on the near field communication reading operation.

11. The method of claim 10, wherein, The displaying of the scene position information of the participating device in the e-sports event management program based on the near field communication reading operation includes: in response to the near field communication reading operation, obtaining the near field communication information, the near field communication information including a first query keyword; sending a second query request including the first query keyword to a background server based on the near field communication information; receiving the scene position information fed back by the background server based on the first query keyword; displaying the scene position information of the participating device in the e-sports event management program.

12. The method according to any one of claims 1 to 11, characterized in that, The second graphical identification code is included on the stream media device. The method further includes: receiving a scanning operation on the second graphical identification code, the second graphical identification code including a second query keyword, the second query keyword corresponding to the scene position information; displaying the scene position information of the participating device in the e-sports event management program based on the scanning operation.

13. The method of claim 12, wherein, The displaying of the scene position information of the participating device in the e-sports event management program based on the scanning operation includes: in response to the scanning operation, obtaining the second query keyword; sending a third query request including the second query keyword to a background server; receiving the scene position information fed back by the background server based on the third query keyword; displaying the scene position information of the participating device in the e-sports event management program.

14. An e-sports device information generation apparatus, the apparatus comprising: a control module configured to run an e-sports event management program for managing device information of a participating device participating in the e-sports event; and an acquisition module configured to receive a connection operation on the participating device and a stream media device through a media connection line, the stream media device being a device in a physical scene of a participating site, the connection operation being used to establish a stream media transmission channel between the stream media device and the participating device; a processing module configured to display a device identification element for indicating a first device identifier of the participating device; The interface content is sent to the streaming media device through the streaming media transmission channel, and the interface content includes the device identification element.

15. A computer device, comprising: The computer device includes a processor and a memory, and the memory stores a computer program, which is loaded and executed by the processor to implement the method for generating the e-sports device information according to any one of claims 1 to 13.

16. A computer readable storage medium characterized by: The computer readable storage medium stores a computer program, which is loaded and executed by the processor to implement the method for generating the e-sports device information according to any one of claims 1 to 13.

17. A computer program product, characterised in that, The computer program product includes a computer program stored in a computer readable storage medium, and the processor reads and executes the computer program from the computer readable storage medium to implement the method for generating the e-sports device information according to any one of claims 1 to 13.