Display equipment and method for determining screen recording starting time
By monitoring numerical images in the user interface, calculating user data scores and classifying them into levels, and determining the start time of screen recording, the problem of display devices being unable to record or inaccurate screen recording time is solved, and automatic screen recording and screen recording file reminder functions are realized.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-08-30
- Publication Date
- 2026-03-10
AI Technical Summary
Some display devices do not offer screen recording functionality, or the start time of screen recording is inaccurate.
By monitoring the numerical images in the user interface, the first, second, third, and fourth scores are determined, and user data scores are calculated based on these values to classify user levels. The screen recording start time is determined by combining preset reference time and numerical images, thus achieving automatic screen recording.
It solves the problem of display devices being unable to record screens or the screen recording start time being inaccurate, and realizes automatic screen recording and reminds users to review or save the screen recording file after the user kills the attack target.
Smart Images

Figure CN121644879A_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the technical field of display devices, and in particular to a display device and a method for determining a recording start time. BACKGROUND
[0002] A display device is a smart device capable of presenting a user interface and supporting user interaction. Taking a smart television as an example, the smart television is a display device based on Internet application technology, has an open operating system and a chip, has an open application platform, and can realize bidirectional man-machine interaction.
[0003] The smart television can integrate various functions such as audio, video, entertainment, and data, and is used to meet the diversified and personalized needs of users. For example, users can watch various movies, TV series, variety shows, and the like through the smart television, and can play games through a large screen.
[0004] In order to record the process performed by the user in the display device, the content presented by the user interface of the display device can be recorded to form a recording file. However, some display devices cannot provide the recording function, or the time when the recording starts is inaccurate, that is, there is an inaccurate display device recording time problem. SUMMARY
[0005] Some embodiments of the present application provide a display device and a method for determining a recording start time to solve the problem that the display device cannot record or the recording start time is inaccurate.
[0006] In a first aspect, some embodiments of the present application provide a display device, comprising:
[0007] a display configured to display a user interface;
[0008] a communication device configured to establish a communication connection with a server;
[0009] a controller configured to:
[0010] in response to a start broadcast instruction of a start sound effect, monitor a first numerical image and a second numerical image in the user interface; the first numerical image is a numerical image of a first target in the user interface; and the second numerical image is a numerical image of a second target in the user interface;
[0011] A first score, a second score, a third score, and a fourth score are determined. The first score is a score generated based on the number of times the second numerical image changes to the second state. The second state is used to identify the first numerical image and / or the value corresponding to the second numerical image as a first preset image value. The second score is a score generated based on the time required for the first numerical image to change from the first state to the second state. The first state is used to identify the first numerical image and / or the value corresponding to the second numerical image as a second preset image value. The second preset image value is greater than the first preset image value. The third score is a score generated based on the second numerical image when the first numerical image changes from the first state to the second state. The fourth score is a score corresponding to the probability of the second numerical image changing from the first state to the second state.
[0012] The user data score is calculated based on the first score, the second score, the third score, and the fourth score;
[0013] Users are categorized into different tiers based on their data scores and preset score ranges.
[0014] The screen recording start time is determined based on the first numerical image and / or a preset reference time and the user's gear level, wherein the screen recording start time is earlier than or equal to the moment when the first numerical image changes to the second state.
[0015] Secondly, some embodiments of this application provide a method for determining the start time of screen recording, which can be applied to the display device of the first aspect. The display device includes a display, a communication device, and a controller. The method includes:
[0016] In response to a start broadcast command for a start sound effect, a first numerical image and a second numerical image in the user interface are monitored; the first numerical image is a numerical image of a first target in the user interface; the second numerical image is a numerical image of a second target in the user interface.
[0017] A first score, a second score, a third score, and a fourth score are determined. The first score is a score generated based on the number of times the second numerical image changes to the second state. The second state is used to identify the first numerical image and / or the value corresponding to the second numerical image as a first preset image value. The second score is a score generated based on the time required for the first numerical image to change from the first state to the second state. The first state is used to identify the first numerical image and / or the value corresponding to the second numerical image as a second preset image value. The second preset image value is greater than the first preset image value. The third score is a score generated based on the second numerical image when the first numerical image changes from the first state to the second state. The fourth score is a score corresponding to the probability of the second numerical image changing from the first state to the second state.
[0018] The user data score is calculated based on the first score, the second score, the third score, and the fourth score;
[0019] Users are categorized into different tiers based on their data scores and preset score ranges.
[0020] The screen recording start time is determined based on the first numerical image and / or a preset reference time and the user's gear level, wherein the screen recording start time is earlier than or equal to the moment when the first numerical image changes to the second state.
[0021] As can be seen from the above technical solutions, some embodiments of this application provide a display device and a method for determining the start time of screen recording. The method includes: responding to a start broadcast command in response to a start sound effect; monitoring a first numerical image and a second numerical image in the user interface; determining a first score, a second score, a third score, and a fourth score; calculating a user data score based on the first score, the second score, the third score, and the fourth score; dividing the user into levels based on the user data score and a preset score range; and determining the start time of screen recording based on the first numerical image and / or a preset reference time and the user level. This method can determine the start time of screen recording based on the first numerical image and / or a preset reference time, thus achieving automatic screen recording. In this way, when a user successfully kills an attack target, the display device will automatically start screen recording, prompting the user in a non-disturbing manner to review or save the recorded screen recording file, solving the problem of the display device being unable to record or the screen recording start time being inaccurate. Attached Figure Description
[0022] To more clearly illustrate the technical solutions in some embodiments of this application or in the prior art, the drawings used in the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0023] Figure 1 This is a schematic diagram illustrating an operational scenario between a display device and a control device provided in some embodiments of this application;
[0024] Figure 2 This is a schematic diagram of the hardware configuration of a display device provided in some embodiments of this application;
[0025] Figure 3 This is a schematic diagram of the software configuration of a display device provided in some embodiments of this application;
[0026] Figure 4 A schematic flowchart illustrating a method for determining the start time of screen recording using a display device, provided in some embodiments of this application.
[0027] Figure 5 A timing diagram illustrating the method for determining the start time of screen recording on a display device according to some embodiments of this application;
[0028] Figure 6 A schematic diagram illustrating the architecture of a method for determining the start time of screen recording in a display device 200 according to some embodiments of this application;
[0029] Figure 7 This is a schematic diagram of the structural framework of game data provided in some embodiments of this application;
[0030] Figure 8 These are schematic diagrams illustrating the display effects of data structures provided in some embodiments of this application;
[0031] Figure 9 This is a flowchart illustrating the execution of each module after the display device is powered on, provided in some embodiments of this application.
[0032] Figure 10 A schematic diagram illustrating the process executed by a display device after receiving a game signal source, as provided in some embodiments of this application;
[0033] Figure 11 A schematic diagram illustrating the process executed by a display device when monitoring sound effects, as provided in some embodiments of this application;
[0034] Figure 12 A schematic diagram illustrating a scenario where a display device performs equidistant sampling detection, as provided in some embodiments of this application.
[0035] Figure 13A schematic diagram illustrating the user interface effect of multiple attack targets provided in some embodiments of this application;
[0036] Figure 14 A schematic diagram illustrating the correspondence between user levels and scores provided in some embodiments of this application;
[0037] Figure 15 This is a schematic diagram illustrating the screen recording file prompt effect provided in some embodiments of this application. Detailed Implementation
[0038] The embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The embodiments described below do not represent all embodiments consistent with this application. They are merely examples of systems and methods consistent with some aspects of this application as detailed in the claims.
[0039] It should be noted that the brief descriptions of terms in this application are only for the convenience of understanding the embodiments described below, and are not intended to limit the embodiments of this application. Unless otherwise stated, these terms should be understood in their ordinary and common meaning.
[0040] The terms "first," "second," "third," etc., used in the specification, claims, and accompanying drawings of this application are used to distinguish similar or related objects or entities, and do not necessarily imply a specific order or sequence, unless otherwise specified. It should be understood that such terms are interchangeable where appropriate.
[0041] The terms “comprising” and “having”, and any variations thereof, are intended to cover but not exclude inclusion, for example, a product or device that includes a range of components is not necessarily limited to all of the components that are clearly listed, but may include other components that are not clearly listed or that are inherent to such product or device.
[0042] The term "module" refers to any known or subsequently developed hardware, software, firmware, artificial intelligence, fuzzy logic, or combination of hardware and / or software code that is capable of performing the functions associated with that element.
[0043] In this embodiment, the display device 200 generally refers to a device with screen display and data processing capabilities. For example, the display device 200 includes, but is not limited to, smart TVs, mobile terminals, computers, monitors, advertising screens, wearable devices, virtual reality devices, augmented reality devices, etc.
[0044] Figure 1 This is a schematic diagram illustrating an operational scenario between a display device and a control device provided in some embodiments of this application. For example... Figure 1As shown, a user can operate the display device 200 via touch operation, a mobile terminal 300, and a control device 100. The control device 100 receives user input commands and converts them into control commands that the display device 200 can recognize and respond to. For example, the control device 100 can be a remote control, a stylus, a gamepad, etc.
[0045] The mobile terminal 300 can function as a control device for human-computer interaction between the user and the display device 200. It can also function as a communication device for establishing a communication connection with the display device 200 and exchanging data. In some embodiments, the mobile terminal 300 can have software applications installed on it and communicate with the display device 200 via network communication protocols to achieve one-to-one control and data communication. Furthermore, it can transmit audio and video content displayed on the mobile terminal 300 to the display device 200 for synchronized display.
[0046] In some embodiments, the mobile terminal 300 or other electronic devices may also simulate the functions of the control device 100 by running an application that controls the display device 200.
[0047] like Figure 1 The diagram also shows that the display device 200 communicates with the server 400 via various communication methods. This allows the display device 200 to communicate via a local area network (LAN), a wireless local area network (WLAN), and other networks.
[0048] Display device 200 can provide broadcast television reception function, and can also be equipped with intelligent network television function that provides computer support, including but not limited to network television, smart television, Internet Protocol television (IPTV), etc.
[0049] Figure 2 Provided for some embodiments of this application Figure 1 Hardware configuration block diagram of display device 200.
[0050] In some embodiments, the display device 200 may include at least one of a tuner 210, a communication device 220, a detector 230, a device interface 240, a controller 250, a display 260, an audio output device 270, a memory, a power supply, and a user input interface.
[0051] In some embodiments, detector 230 is used to acquire signals from the external environment or to interact with the outside world. For example, detector 230 includes a light receiver, a sensor for acquiring ambient light intensity; or, detector 230 includes an image acquisition device, such as a camera, which can be used to acquire external environmental scenes, user attributes, or user interaction gestures; or, detector 230 includes a sound acquisition device, such as a microphone, for receiving external sounds.
[0052] In some embodiments, the display 260 includes display function components for presenting images and driving components for driving image display. The display 260 is used to receive and display image signals output from the controller 250. For example, the display 260 can be used to display video content, image content, menu control interface components, and user control UI interfaces, etc.
[0053] In some embodiments, the communication device 220 is a component used to communicate with external devices or the server 400 according to various communication protocol types. The display device 200 may have multiple communication devices 220 depending on the supported communication methods. For example, when the display device 200 supports wireless network communication, it may have a communication device 220 with WiFi functionality. When the display device 200 supports Bluetooth connectivity, it needs to have a communication device 220 with Bluetooth functionality.
[0054] The communication device 220 enables the display device 200 to communicate with external devices or the server 400 via wireless or wired connections. Wired connections utilize data cables, interfaces, or other components to connect the display device 200 to external devices. Wireless connections utilize wireless signals or wireless networks. The display device 200 can directly establish a connection with external devices or indirectly through gateways, routers, or other connection devices.
[0055] In some embodiments, the controller 250 may include at least one of a central processing unit, a video processor, an audio processor, a graphics processor, and a power processor, and a first to an nth interface for input / output. The controller 250 controls the operation of the display device and responds to user operations through various software control programs stored in memory. The controller 250 controls the overall operation of the display device 200.
[0056] In some embodiments, the controller 250 and the tuner 210 may be located in different separate devices, that is, the tuner 210 may also be located in an external device of the main device where the controller 250 is located, such as an external set-top box.
[0057] In some embodiments, a user can input user commands through a graphical user interface (GUI) displayed on a display 260, and the user input interface receives user input commands through the graphical user interface (GUI).
[0058] In some embodiments, the audio output device 270 can be a built-in speaker of the display device 200 or an external audio output device connected to the display device 200. For the external audio output device connected to the display device 200, the display device 200 may also be provided with an external audio output terminal, through which the audio output device can be connected to the display device 200 to output sound from the display device 200.
[0059] In some embodiments, the user input interface 280 can be used to receive instructions from user input.
[0060] To enable user interaction, in some embodiments, the display device 200 may run an operating system. The operating system is a computer program used to manage and control the hardware and software resources of the display device 200. The operating system can control the display device to provide a user interface; for example, the operating system can directly control the display device to provide a user interface, or it can provide a user interface by running an application. The operating system also allows users to interact with the display device 200.
[0061] It should be noted that the operating system can be a native operating system based on a specific operating platform, a third-party operating system that is deeply customized based on a specific operating platform, or an independent operating system specifically developed for display devices.
[0062] An operating system can be divided into different modules or levels based on the functions it implements, for example... Figure 3 As shown, in some embodiments, the system is divided into four layers, from top to bottom: the Applications layer (referred to as the "Application Layer"), the Application Framework layer (referred to as the "Framework Layer"), the System Library layer, and the Kernel layer.
[0063] In some embodiments, the application layer provides services and interfaces for applications, enabling the display device 200 to run applications and interact with the user based on the applications. The application layer may contain at least one application, which may be a built-in Windows program, system settings program, or clock program of the operating system; or it may be an application developed by a third-party developer. In specific implementations, the application packages in the application layer are not limited to the examples above.
[0064] The framework layer provides application programming interfaces (APIs) and a programming framework for applications. The application framework layer includes predefined functions. It acts as a central processing unit, determining the actions taken by applications within the application layer. Through the API, applications can access system resources and obtain system services during execution.
[0065] like Figure 3 As shown, the application framework layer in this embodiment includes a view system, managers, and content providers. The view system designs and implements the application's interface and interactions, and includes lists, grids, text boxes, and buttons. The managers include at least one of the following modules: an activity manager for interacting with all running activities in the system; a location manager for providing system services or applications with access to system location services; a package manager for retrieving various information related to application packages currently installed on the device; a notification manager for controlling the display and clearing of notification messages; and a window manager for managing icons, windows, toolbars, wallpapers, and desktop widgets on the user interface.
[0066] In some embodiments, the Activity Manager manages the lifecycle of individual applications and common navigation and back functions, such as controlling application exit, opening, and back actions. The Window Manager manages all window programs, such as obtaining the screen size, determining if a status bar is present, locking the screen, capturing the screen, and controlling changes to the display window, such as shrinking the display window, shaking the display, or distorting the display.
[0067] In some embodiments, the system runtime library layer can provide support for the framework layer. When the framework layer is used, the operating system runs the instruction library contained in the system runtime library layer, such as the C / C++ instruction library, to implement the functions to be performed by the framework layer.
[0068] In some embodiments, the kernel layer is a functional layer situated between the hardware and software of the display device 200. The kernel layer can implement functions such as hardware abstraction, multitasking, and memory management. For example, ... Figure 3As shown, hardware drivers can be configured in the kernel layer. The drivers included in the kernel layer can be at least one of the following: audio driver, display driver, Bluetooth driver, camera driver, WIFI driver, USB driver, HDMI driver, sensor driver (such as fingerprint sensor, temperature sensor, pressure sensor, etc.), and power driver, etc.
[0069] It should be noted that the above examples are merely a simple division of operating system functions and do not limit the specific form of the operating system of the display device 200 in this application embodiment. Depending on the function of the display device, the type of operating system, and other factors, the number of levels and the specific level type of the operating system may be expressed in other forms.
[0070] The above embodiments illustrate the hardware / software architecture and functional implementation of a display device 200. The display device 200 is an intelligent device capable of presenting a user interface and supporting user interaction. Taking a smart TV as an example, a smart TV is a display device based on Internet application technology, possessing an open operating system and chip, an open application platform, and enabling two-way human-computer interaction. A smart TV can integrate multiple functions such as audio-visual entertainment and data to meet diverse and personalized user needs. For example, users can watch various movies, TV series, and variety shows on a smart TV, and play games on a large screen.
[0071] In order to record the process performed by the user on the display device 200, a screen recording file can be formed by recording the content presented by the user interface on the display device 200. However, some display devices 200 do not provide screen recording function, or the start time of screen recording is inaccurate, that is, there is a problem of inaccurate screen recording time of the display device 200.
[0072] To address the problem of display devices failing to record screens or having inaccurate screen recording start times, some embodiments of this application provide a display device 200, which includes a display 260, a communication device 220, and a controller 250. The display 260 is configured to display a user interface, the communication device 220 is configured to establish a communication connection with a server 400, and the controller 250, by running an application program, enables the display device 200 to execute a method for determining the screen recording start time.
[0073] To facilitate understanding of the technical solutions in some embodiments of this application, the steps are described in detail below with reference to some specific embodiments and accompanying drawings. Figure 4 This application provides a flowchart illustrating a method for determining the start time of screen recording using a display device, as shown in some embodiments. Figure 4As shown, in some embodiments, when the display device 200 executes the method for determining the start time of screen recording, it may include the following steps S1-S5, the specific contents of which are as follows:
[0074] Step S1: In response to the start broadcast command of the start sound effect, monitor the first and second numerical images in the user interface.
[0075] In some embodiments, the display device 200, as the device being projected, cannot, due to performance configuration considerations, detect the game screen in real time and analyze it frame by frame to determine whether it is currently in a BOSS battle with an attack target. Therefore, this application provides a low-performance screen recording method. Taking a BOSS battle scenario in an action game as an example, it can dynamically improve the user profile. The user profile in this application refers to a labeled user model abstracted from player attributes, habits, behaviors, and other information. Based on the user profile, user preferences and game-related information, such as proficiency in the game and user characteristics, can be analyzed. Then, combined with the user profile, the display device 200 can identify the start time of screen recording without manual user operation. During screen recording, it can determine the game stage the user has entered based on scene sound effects, such as the defeat or victory stage when attacking a target. Image sampling is used to monitor the numerical images of the player and the attack target to improve recognition efficiency and reduce resource consumption. Simultaneously, the display device 200 can determine the start time of screen recording based on a first numerical image and / or a preset reference time, achieving automatic screen recording. In this way, when the user successfully eliminates the target, the display device 200 will automatically start screen recording, prompting the user in a non-disruptive manner to review or save the recorded screen recording file, thus resolving the issue of the display device 200 failing to record or having inaccurate recording start times. The specific implementation process will be described in detail below.
[0076] Figure 5 This is a timing diagram illustrating the method for determining the start time of screen recording on a display device according to some embodiments of this application. Figure 6 This is a schematic diagram of the architecture of the method for determining the start time of screen recording in a display device 200 according to some embodiments of this application, combined with... Figure 5 and Figure 6To enable automatic screen recording, the display device 200 can include a sound recognition service module (SoundAiService), an image recognition service module (LifeImageAiService), a logic control service module (RecordControlService, RCService), and a recording service settings module. Furthermore, to acquire game-related data, the display device 200 can also be configured with a cloud data synchronization service (CloudSyncService, CSService). This cloud data synchronization service can be associated with the logic control service module, allowing the display device 200 to synchronize the latest game data. For example, the latest game data can be stored in a game feature database. The display device 200 can then synchronize the game data in this database via the cloud data synchronization service, ensuring that the game data stored locally on the display device 200 is up-to-date and valid.
[0077] In some embodiments, after executing the start broadcast command for the start sound effect and before monitoring the first and second numerical images in the user interface, the display device 200 may generate a data structure acquisition request to obtain media asset data structure information from the server 400. The display device 200 then sends the data structure acquisition request to the server 400 and receives media asset data structure information from the server 400 based on the data structure acquisition request. This media asset data structure information includes the game's levels, the attack targets within the levels, the save path for the level's start sound effect, the save path for the level's defeat feature sound effect data, the save path for the level's victory feature sound effect data, first region information of the first numerical image, second region information of the second numerical image, the average number of player deaths for completing the current level, and the average completion time for the current level. The media asset data structure information is then saved.
[0078] For example, the cloud data synchronization service can be used to provide network-side game data for the sound recognition service module and the logic control service module. For instance, the game data can include the following three parts. The first part is the feature sound effect data of the game menu that supports automatic detection. After receiving a data structure retrieval request, CSService can request the latest menu sound effect data through the cloud interface. The data structure of the menu sound effect data can be saved in the form of {gameName, sourceName}, where gameName is the game name, sourceName is the path of the corresponding menu feature sound effect, and each sound effect has a duration of no more than 4 seconds. Finally, the following resource list information can be obtained:
[0079] {"GameA"," / storage / emulated / 0 / Android / data / com.android.csservice / data / 86120001.mp3"};
[0080] {"Game B"," / storage / emulated / 0 / Android / data / com.android.csservice / data / 86120005.mp3"};
[0081] {"GameC"," / storage / emulated / 0 / Android / data / com.android.csservice / data / 86120011.mp3"};
[0082] The above list can be obtained through the external interface getGameMenuSource().
[0083] The second part of the game data already supports the automatic detection of game data structure resources. Figure 7 This is a schematic diagram of the structural framework of game data provided in some embodiments of this application, such as... Figure 7 As shown, in some embodiments, CSService can request game data for a specified game through a cloud interface, and its data structure LevelInfo may include:
[0084] BossNames indicates the name of the attack target in the current level; StartM indicates the save path for the start sound effect of the current level; DefeatM indicates the save path for the defeat sound effect of the current level; WinM indicates the save path for the victory sound effect of the current level; BossLifeArea indicates the health characteristic area information of the attack target in the current level; PlayerLifeArea indicates the health characteristic area information of the player in the current level; CloudLevelDeath indicates the average number of deaths per player in the current level as calculated by cloud statistics; CloudLevelTime indicates the average completion time per player in the current level as calculated by cloud statistics.
[0085] For example, taking game A as an example, the CSService service can ultimately obtain the following LevelInfo information:
[0086] “ABCKing” represents the name of the target being attacked in the current level;
[0087] " / storage / emulated / 0 / Android / data / com.android.csservice / data / 86120001 / start.mp3" represents the save path for the start-of-battle sound effects of the current level.
[0088] " / storage / emulated / 0 / Android / data / com.android.csservice / data / 86120001 / defeat.mp3" represents the save path for the defeat sound effects of the current level.
[0089] " / storage / emulated / 0 / Android / data / com.android.csservice / data / 86120001 / win.mp3" represents the save path for the victory sound effects of the current level.
[0090] "50, 50, 1870, 100" refers to the health value characteristic area information of the attack target in the current level.
[0091] "50, 650, 80, 1020" refers to the player's health value characteristic area information in the current level;
[0092] 30 represents the average number of player deaths in the current level, as calculated by cloud statistics; 98 represents the average completion time (in seconds) for the current level, as calculated by cloud statistics.
[0093] Figure 8 This is a schematic diagram showing the display effect of data structures provided in some embodiments of this application, such as... Figure 8 As shown, in some embodiments, a schematic diagram containing numerical images of the attack target and player attribute information can be formed using the data structure described above, so as to intuitively display the information of the attack target and the player in the user interface.
[0094] For ease of storage, all data structures LevelInfo can be stored in the mLevelinfoList of the CSService service, i.e., mLevelinfoList = {Level Info1, Level Info2, Level Info3, ...}, which can be obtained through the external interface getGameLevelSources().
[0095] The third part of the game data can be the relevant data for the update game data interface, updateCurrentGameSource. RCService can pass the corresponding game name to CSService through this interface. After CSService is called, it can query the corresponding game data from the server using the passed GameName.
[0096] The above describes the content of the display device 200 obtaining media asset data structure information from the server 400 through the data structure acquisition request, as well as the role of the cloud data synchronization service CSService and the game data it provides.
[0097] In some embodiments, the display device 200 can use image recognition algorithms to identify stages such as the start of the game, the start of the attack on the target, and the end of the attack. However, due to its inherent performance limitations, the display device 200 may not be able to directly detect each frame of the game screen through dynamic recognition of large amounts of data. Moreover, even if a frame-by-frame detection image recognition algorithm is used, it requires full-screen execution of the image algorithm, which consumes a lot of resources and affects efficiency.
[0098] Based on this, this application, combining the unique characteristics of game data with specific sound effects, can identify different stages of the game through sound effects. For example, taking the target as a BOSS, when entering a BOSS battle, to enhance the BOSS's imposing presence, the display device 200 can change the game's background sound effects and display one or more long progress bars for the BOSS. If the sound effects of a battle scene are the same as those of a normal battle scene, the player will not perceive the current sound effect as a BOSS battle. The game feature database stores sound effects corresponding to BOSS battles, player victories, and player defeats. Therefore, these sound effects can be extracted, and the sound recognition service module can identify the corresponding sound effects to determine different stages of the game. For example, the sound effects can be game data unpacked or recorded files, with different sound effects and corresponding durations adapted for different scenes.
[0099] To ensure that the user's health and the status of the attack target are continuously tracked from the start of the game, and to reduce data errors caused by latency, in some embodiments, in response to the start broadcast command of the start sound effect, the display device 200 can monitor a first numerical image and a second numerical image in the user interface. The first numerical image is the numerical image of a first target in the user interface; the second numerical image is the numerical image of a second target in the user interface. For example, taking a game scenario as an example, the first target can be an attack target, and the second target can be the user, i.e., the player. The embodiments of this application will be described in detail below using a game scenario as an example, with the first target being the attack target and the second target being the user (player).
[0100] For example, after the user starts the game, the game system immediately emits a start sound effect. For instance, the game system can emit the start sound effect through an audio playback interface. Upon receiving the start broadcast command, the display device 200 can automatically enter a monitoring mode. For example, it can activate an image recognition service module to monitor the numerical images of the attack target and the user (player) in the user interface. The image recognition service module can scan the user interface in real time, accurately locating and monitoring the numerical images of the attack target and the player through image recognition algorithms. The numerical images can be progress bar images, ensuring that the life status of both sides is captured instantly and accurately when the game battle begins, providing a basis for subsequent data analysis.
[0101] In some embodiments, the first and second numerical images in the user interface can be monitored through an image recognition service module. Since each target or player has a specific or uniform life bar, such as a progress bar, although it is impossible to recognize the entire screen image using a dynamic image recognition algorithm for performance reasons, for a small local area image, namely the first and second numerical images, the display device 200 can execute a single-frame region image recognition algorithm without consuming excessive resources.
[0102] Combination Figure 5 In some embodiments, the logic control service module can be used to control the start time of screen recording, save the screen recording file, and send the screen recording file to the recording service setting module. After receiving the screen recording file, the recording service setting module can execute the playback of the screen recording file according to the user's playback command, or execute the playback of the screen recording file according to the user's playback command.
[0103] The above provides a general overview of the sound recognition service module, image recognition service module, logic control service module, recording service settings module, and cloud data synchronization service deployed in the display device 200. The following sections will further explain the interaction between each module and service using specific data, and provide a detailed explanation of the process for determining the start time of screen recording and the data required for screen recording.
[0104] Figure 9 This is a flowchart illustrating the execution of each module after the display device is powered on, as provided in some embodiments of this application. Figure 9 As shown, in some embodiments, when the display device 200 is powered on, the logic control service module starts and updates the sound effect resources of the game menu through the cloud data synchronization service interface. These sound effect resources can then be saved locally. Afterwards, the new sound effect resources can be broadcast to the sound recognition service module, which will recognize the new sound effect resources and thus identify the current stage of the game.
[0105] Figure 10This is a schematic diagram illustrating the process executed by a display device after receiving a game signal source, as provided in some embodiments of this application. Figure 10 As shown, in some embodiments, when the high-definition multimedia interface HDMI is started or switched, the display device 200 can wait for the status of the signal source. After detecting that the game's signal source has a signal, it can generate a trigger command through the logic control service module to start the sound recognition service module and listen to the game's sound effects through the sound recognition service module.
[0106] Once the sound recognition service module detects a sound effect, it can generate a sound effect broadcast and send it to the logic control service module. It should be noted that this sound effect broadcast carries the game name parameter `gameName`. For example, the content of the sound effect broadcast could be as follows:
[0107] Intent intent=new Intent("vt.intent.action.RC_GAME_START");
[0108] intent.putStringExtra(“gameName”, “gameA”);
[0109] context.sendBroadcast(intent);
[0110] Figure 11 This is a schematic diagram illustrating the process executed by a display device when monitoring sound effects, as provided in some embodiments of this application. Figure 11 As shown, in some embodiments, after receiving the game start broadcast, the logic control service module can obtain the game name (gameName) via getExtra. Next, the display device 200 will initiate the next stage of sound effect detection, namely, Boss battle sound effect detection. First, the logic control service module can synchronize relevant information about the attack targets in the cloud level through a cloud data synchronization service. For example, it can synchronize the Boss's resource information via CSService.updateCurrentGameSource("Game A"). After resource synchronization is complete, it can obtain all level info data for the current game through cloud data synchronization services such as CSService.getGameLevelSources. Then, it can send the LevelInfo data structure of the level information to the sound recognition service module for learning. When the sound recognition service module recognizes a specific sound effect in the LevelInfo, it can notify the logic control service module via callback.
[0111] For example, specific sound effects can be StartM, DefeatM, and WinM, each with its corresponding callback notification. For instance, the callback notification for StartM is onBossStart(String bossName), indicating that the game has started; the callback notification for DefeatM is onBossDefeat(String bossName), indicating that the player has been defeated by the target, i.e., the player has lost; and the callback notification for WinM is onBossWin(String bossName), indicating that the player has defeated the target, i.e., the player has won.
[0112] In some embodiments, the display device 200 can send LevelInfo data (level information) to the image recognition service module. After receiving the level information, the image recognition service module can parse the level information and wait for the monitoring notification for the first and second numerical images issued by the logic control service module.
[0113] To monitor and analyze the attribute information of the two important roles in the user interface—the attack target and the player—in real time, before performing the step of monitoring the first and second numerical images in the user interface, the display device 200 can acquire information about a first region of the first numerical image and information about a second region of the second numerical image in the user interface. It can then identify the first region position of the first numerical image in the first region information and the second region position of the second numerical image in the second region information. Next, it performs equidistant sampling on the first numerical image at the first region position to obtain a first sampled image, and performs equidistant sampling on the second numerical image at the second region position to obtain a second sampled image. Then, at preset time intervals, it captures a first-stage image of the first sampled image and a second-stage image of the second sampled image. Based on the first sampled image and the first numerical image, it determines a first remaining health value, such as the remaining health value of the attack target. Based on the second sampled image and the second numerical image, it determines a second remaining health value, such as the remaining health value of the user.
[0114] For example, when the logic control service module receives a game start instruction such as onBossStart, it can activate the image recognition service module. After receiving the start monitoring notification from the logic control service module, the image recognition service module can take a screenshot of a region every 5 seconds. The screenshot area is based on the numerical image area information of the current level's attack target (BossLifeArea) and the current level's player numerical image area information (PlayerLifeArea) in LevelInfo, and is sampled and detected based on location, such as using equidistant sampling.
[0115] Figure 12 This is a schematic diagram illustrating a scenario where a display device performs equidistant sampling detection according to some embodiments of this application, such as... Figure 12 As shown, the display device 200 can acquire pixel color values from a preset number of points, such as 10 points, at equal intervals. Figure 12 Ten green dots were sampled at a medium distance, representing ten sampling locations.
[0116] In some embodiments, the image recognition service module can generate callback information about health points by varying the parameters at a certain rate. For example, the callback can be triggered in 10% increments, such as when a boss's health drops by 10%. The callback then notifies the logic control service module. In this way, by comparing the images, the remaining percentage of health points for the target and the player can be determined. This sampling process allows for rapid determination of the remaining health points for both the target and the player, improving the efficiency of image recognition.
[0117] In some embodiments, the attack target battle in the user interface may be a dual-target or multi-target battle, such as a dual-boss battle or a multi-boss battle. Since the names of the attack targets are already included in the LevelInfo, the number of attack targets is currently known. Taking two attack targets as an example, the display device 200 can divide the area where the health points are displayed in the user interface into two independent areas to display each value image separately in each independent area. (See reference...) Figure 13 , Figure 13 This is a schematic diagram of the user interface effect for multiple attack targets provided in some embodiments of this application. When there are two attack targets, a callback of the following form can be generated: onBossLifeLevelChanged(60, 80), and this callback is sent to the logic control service module. After receiving the callback, the logic control service module can know that the first attack target has 60% health remaining and the second attack target has 80% health remaining. All the aforementioned callback data can provide a data basis for determining the start time of subsequent screen recording. After step S1 is completed, step S2 can be included.
[0118] Step S2: Determine the first score, second score, third score, and fourth score.
[0119] To evaluate the combat performance of users and targets more comprehensively and from multiple dimensions, in some embodiments, the display device 200 can determine a first score, a second score, a third score, and a fourth score. The first score is a score generated based on the number of times a second numerical image changes to a second state; for example, it could be the score corresponding to the number of times a user's character dies while attacking the same target. The second state is used to identify the value corresponding to the first numerical image and / or the second numerical image as a first preset image value; for example, the second state could be a state where the second numerical image has a value of 0. The second score is a score generated based on the time required for the first numerical image to change from the first state to the second state; for example, it could be the score corresponding to the time required for a user to successfully attack a target; the first state is used to identify the value corresponding to the first numerical image and / or the second numerical image as a second preset image value; the second preset image value is greater than the first preset image value; for example, the first preset image could be a state with a full value. The third score is determined based on the second numerical image; the third score is the score generated by the second numerical image when the first numerical image changes from the first state to the second state, for example, it could be the score corresponding to the user's health points when defeating the attack target; the fourth score is the score corresponding to the probability that the attack target defeats the user. In this way, the display device 200 can record and analyze the combat interaction data between the user and the attack target, and provide the user with quantitative game performance-related data through four-dimensional score calculations. It not only considers the outcome of the game, but also takes into account factors such as combat efficiency, survivability, and stability, thereby enhancing the accuracy of the evaluation of the user and the attack target in the user interface.
[0120] After obtaining the callback data from step S1, the display device 200 can determine the first score, the second score, the third score, and the fourth score based on the callback data and the process data generated during the user's game.
[0121] In some embodiments, when determining the first score, the display device 200 can first obtain the number of times the second numerical image changes from the second state, then obtain the first average number of changes, and finally determine the first score based on the first average number of changes and the number of changes. For example, if the number of changes from the second numerical image to the second state corresponds to the number of times a user's player character dies when attacking the same target, and the first average number of changes is the average number of player deaths, then the number of times a user's player character dies when attacking the same target can be obtained, followed by the average number of player deaths, and finally the first score can be determined based on the number of player character deaths and the average number of player deaths.
[0122] For example, the number of times a player character dies when attacking the same target can be obtained through callbacks. Taking a specific target, a boss, as an example, this can be obtained through the callback function `onBossdefeat`. Each time the callback function is retrieved, the number of deaths against that target is incremented by 1. For instance, if all levels contain multiple targets, the number of times a player character dies when attacking the same target can be recorded as follows:
[0123] mDeaths{boss1,3;boss2,11;boss3,31;boss4,22}
[0124] In other words, the player character died 3 times when attacking boss 1, 11 times when attacking boss 2, and so on. To obtain the average number of player deaths, you can use LevelInfo.CloudLevelDeath to get the average number of player deaths per level as statistically analyzed in the cloud. This data can be used to further refine user profiles and also to determine the player's game level. For example, a player with fewer deaths may have a higher game level, while a player with more deaths may have a relatively lower game level.
[0125] Taking an average player death count of 20 as an example, the display device 200 can compare the number of times a user's character dies when attacking the same target with the average number of player deaths. Therefore, the first score can be determined in the following way:
[0126] When a user's character dies less than or equal to the average number of player deaths (LevelInfo.CloudLevelDeath / 2) while attacking the same target, 5 points are awarded, making the first score 5 points. Continuing the evaluation, if the above condition is not met and the first score does not meet the 5-point requirement, but the user's character dies less than or equal to LevelInfo.CloudLevelDeath while attacking the same target, 3 points are awarded, making the first score 3 points. Continuing the evaluation, if the first score does not meet the 3-point requirement, but the user's character dies less than or equal to LevelInfo.CloudLevelDeath*3 / 2 while attacking the same target, 2 points are awarded, making the first score 2 points. If the first score does not meet the 2-point requirement, but the user's character dies more than LevelInfo.CloudLevelDeath*3 / 2 while attacking the same target, 1 point is awarded, making the first score 1 point. Taking the first score as mDeathsLevel as an example, the score for mDeathsLevel can be 5 points, 3 points, 2 points, or 1 point.
[0127] In some embodiments, when determining the second score, the display device 200 first acquires a first time value and a second time value when the first numerical image changes from a first state to a second state. Then, it calculates the difference between the first and second time values to obtain the time required for the first numerical image to change from the first state to the second state. Next, it sends a completion time acquisition request to the server 400 and receives the average completion time fed back by the server 400 based on the completion time acquisition request. Finally, it determines the second score based on the required time and the average completion time. Taking a game scenario as an example, the display device 200 first acquires a first time value and a second time value when the user wins. The first time value is the start time value when the user begins attacking the target; the second time value is the defeat time value when the user defeats the target. Then, it calculates the difference between the first and second time values to obtain the target completion time when the user defeats the target. Next, it sends a completion time acquisition request to the server 400 and receives the average completion time fed back by the server 400 based on the completion time acquisition request. The completion time acquisition request is used to obtain the average completion time of players in the current level from the server. Finally, it determines the second score based on the target completion time and the average completion time.
[0128] For example, the first time value when a user defeats an enemy can be `onBossWin`, and the second time value can be `onBossStart`. Therefore, the target completion time when the user defeats the enemy, which is also the time required to win the battle, is `onBossWin - onBossStart`. When obtaining these two time values, taking a specific enemy as an example, the `onBossStart` callback starts timing, and the `onBossWin` and `onBossDefeat` callbacks end. Only the time statistics from `onBossStart` to `onBossWin` are retained, and the difference can be obtained. For example, the time required to win the battle can be recorded as:
[0129] mWinTime{boss1, 50s; boss2, 125s; boss3, 310s; boss4, 200s}
[0130] Assuming that the average completion time obtained by server 400 based on the completion time is LevelInfo.CloudLevelTime, and taking this time as 210 seconds as an example, then display device 200 can compare the target completion time (i.e., the time required to win the battle) when the user defeats the attack target with the average completion time to determine the second score.
[0131] In some embodiments, the following judgment rules can be established: when the time required to win the battle is less than LevelInfo.CloudLevelTime / 2, 5 points are awarded, i.e., the second score is 5 points; when the time required to win the battle is less than or equal to LevelInfo.CloudLevelTime, 3 points are awarded, i.e., the second score is 3 points; when the time required to win the battle is greater than LevelInfo.CloudLevelTime, 1 point is awarded, i.e., the second score is 1 point. Taking mWinTimeLevel as an example, the score of mWinTimeLevel can be 5 points, 3 points, or 1 point.
[0132] In some embodiments, when a user re-challenges the same target, the newly generated data from the re-challenge can be combined with the previously recorded data to determine the time required for victory, mWinTime. The second score is then recalculated based on this combined data. For example, when recalculating mWinTime, assuming there were two challenges, with the first victory taking 50 seconds and the second taking 30 seconds, the average time taken to complete the challenge can be calculated as mWinTime. The second score is then recalculated to ensure greater accuracy.
[0133] In some embodiments, when determining a third score, the display device 200, in response to detecting a first broadcast instruction, reads a target numerical progress value based on a second numerical image. The target numerical progress value is the numerical progress value of the second numerical image corresponding to the change of the first numerical image from a first state to a second state. Then, it acquires a plurality of preset numerical levels and the numerical scores corresponding to the numerical levels, and finally determines the third score based on the target numerical progress value, the numerical levels, and the numerical scores. For example, still taking a game scenario as an example, in response to detecting a first broadcast instruction on the user's victory feature sound effect data, the display device 200 can read the last target numerical progress value when the user attacks the target based on the second numerical image, acquire a plurality of preset numerical levels and the numerical scores corresponding to the numerical levels, and then determine the third score based on the target numerical progress value, the numerical levels, and the numerical scores.
[0134] For example, after receiving the first broadcast instruction, the user's last target value progress value, i.e., the life value at the time of victory, can be obtained. For instance, the player's health at the time of victory can be calculated by recording the last onPlayerLifeLevelChanged callback information when the onBossWin callback is received. The user's last target value progress value when attacking the target can be recorded as mWinLife, which can be done as follows:
[0135] mWinLife{
[0136] boss1, 70%, / / This indicates the player's last remaining health when attacking boss1.
[0137] boss2, 80% / / This indicates the player's final health when attacking boss2.
[0138] boss3, 30% / / This indicates the player's final health when attacking boss3.
[0139] boss4, 10% / / This indicates the player's final health when attacking boss4.
[0140] ...}
[0141] Assuming that the preset numerical levels can be divided into three levels: 0-50%, 50%-90%, and 90-100%, which are respectively 1 point, 3 points, and 5 points, the corresponding third score can be determined based on mWinLife and the numerical level. Taking mWinLifeLevel as an example, the third score can be 1 point, 3 points, and 5 points. Similarly, when a user repeatedly challenges the attack target, the score can be determined by averaging the newly generated result data with the previously recorded result data; this will not be described again here. It should be noted that the settings of the levels and some values in this application are merely illustrative and do not constitute a limitation of this application.
[0142] In some embodiments, when determining the fourth score, the display device 200, in response to detecting a second broadcast instruction, accumulates the number of times the second numerical image changes from the first state to the second state to obtain a first cumulative count; accumulates the number of times the first numerical image changes from the first state to the second state to obtain a second cumulative count; then calculates the sum of the first cumulative count and the second cumulative count to obtain a first sum value; and calculates the ratio of the first cumulative count to the first sum value to obtain the fourth score. Taking a game scenario as an example, in response to detecting a second broadcast instruction on user defeat feature sound effect data, the display device 200 can accumulate the number of times the attack target wins to obtain a first cumulative count, then obtain the number of times the attack target loses to obtain a second cumulative count, and calculate the sum of the first cumulative count and the second cumulative count to obtain a first sum value, which is the total count; then calculates the ratio of the first cumulative count to the first sum value to obtain the fourth score.
[0143] For example, after receiving the user's second broadcast command, the number of times the attack target has been defeated can be accumulated. When a callback indicating a player's defeat is received, the number of times the attack target has been defeated can be incremented by 1, yielding the first accumulated count. When calculating the probability that the attack target has defeated the user, it can be derived from the ratio of this victory to the total number of battles. Assuming the probability of the attack target defeating the user is denoted as mBossWinPercent, the corresponding result can be recorded as follows:
[0144] mBossWinPercent{boss1, 28%; boss2, 35%; boss3, 70%; boss4, 10%...}
[0145] Assuming that the preset numerical levels are divided into three levels: 0-50%, 50%-99%, and 100%, which are 1 point, 3 points, and 5 points respectively, the fourth score can be determined based on mBossWinPercent and the numerical level. That is, the result of the fourth score can be 1 point, 3 points, or 5 points.
[0146] The first, second, third, and fourth scores are determined above. After step S2 is completed, step S3 can be included.
[0147] Step S3: Calculate the user data score based on the first score, the second score, the third score, and the fourth score.
[0148] In some embodiments, there may not be much user profile data for players. Therefore, in order to comprehensively consider multiple dimensions of a user's game performance and provide a comprehensive player score, in some embodiments, the display device 200 can calculate a user data score based on a first score, a second score, a third score, and a fourth score.
[0149] For example, player information data such as userBossInfo can be created based on the first score, second score, third score, and fourth score. Its format could be userBossInfo{boss1, 15; boss2, 12; boss3, 8; boss4, 4}
[0150] The score following each attack target, such as the boss, is the user's data score. This means the user's data score is the sum of four scores: mDeathsLevel, mWinTimeLevel, mWinLifeLevel, and mBossWinPercentLevel. This comprehensive score considers multiple factors, providing a holistic player rating. Understandably, userBossInfo also contains other game-related data, such as the target completion time when the user defeats the attack target.
[0151] Depending on the usage scenario, different weights can be assigned to the first, second, third, and fourth scores when calculating the user data score. This means the four scores obtained in step S2 can be weighted and summed according to preset weights to obtain the user data score. When assigning weights, the specific usage scenario, design philosophy, and evaluation focus of the game can be considered. By using a weighted summation method, the evaluation results from multiple dimensions can be integrated into a comprehensive score, intuitively reflecting the user's overall combat performance. After step S3 is completed, step S4 can be executed.
[0152] Step S4: Divide users into different tiers based on their data scores and preset score ranges.
[0153] To facilitate the subsequent determination of the screen recording start time and the division of different screen recording start times according to different user levels, in some embodiments, the display device 200 can divide user levels according to user data scores and preset score ranges.
[0154] For example, the process of classifying user tiers can be executed through the logic control service module. Assume the preset score range can be divided into four tiers: C, B, A, and S, based on 0-7, 8-12, 13-15, and 16-20. Given that userBossInfo has been created and user data scores have been obtained in step S3, the user data scores can be compared with the preset score ranges to determine the corresponding user tier. For instance, if the user data score for attacking boss1 in userBossInfo is 15, then its corresponding tier is 13-15, which is tier A. If the user data score for attacking boss2 is 12, then its corresponding tier is 8-12, which is tier B, and so on, the user tier can be determined. User tiers can, to some extent, represent different player skill levels or achievement levels, such as novice, skilled, expert, master, etc. After step S4 is completed, step S5 can be included.
[0155] Step S5: Determine the screen recording start time based on the first numerical image and / or preset reference time and user setting, wherein the screen recording start time is earlier than or equal to the time when the first numerical image changes to the second state.
[0156] By monitoring the first numerical image, the display device 200 can determine the remaining health of the target. Simultaneously, by combining a preset reference time and the user's settings, it can determine the start time of screen recording.
[0157] To determine the start time of screen recording, in some embodiments, the display device 200 can acquire the user's skill level, which includes a first skill level, a second skill level, a third skill level, and a fourth skill level, with the score of the user skill level decreasing sequentially from the first skill level to the fourth skill level; then, it can acquire the user's average required time, such as the average completion time of players in the current level, and calculate the ratio of the average required time to a preset value to obtain a preset reference time, such as the ratio of the average completion time of players in the current level to a preset value to obtain a preset reference time; then, based on the first numerical image and / or the preset reference time and the user skill level, it can determine the start time of screen recording and generate a screen recording file.
[0158] When determining the start time of screen recording, the following judgments can be made: If the user's gear is in the first gear, and the time required for the user to successfully attack the target is less than or equal to the preset reference time, respond to the start broadcast command, record the user interface, and generate a screen recording file; if the time required for the user to successfully attack the target is greater than the preset reference time, respond to the start broadcast command, wait for the preset time value, record the user interface, and generate a screen recording file; or, if the remaining health is less than or equal to the first health value, record the user interface and generate a screen recording file; the preset time value is the difference between the time required to win and the preset reference time. If the user's skill level is tier 2, when the time required for a successful attack on the target is less than or equal to a preset reference time, the system responds to the start broadcast command, records the user interface, and generates a screen recording file. If the time required for a successful attack on the target is greater than the preset reference time but less than a preset multiple of the preset reference time, the system responds to the start broadcast command, waits for a preset time value, records the user interface, and generates a screen recording file; alternatively, if the remaining health is less than or equal to the second health value, the system records the user interface and generates a screen recording file. The preset time value is the difference between the time required for a successful attack and the preset reference time; the second health value is less than the first health value. If the user's skill level is tier 3, when the remaining health is less than or equal to the third health value, the system records the user interface and generates a screen recording file; the third health value is less than the second health value. If the user's skill level is tier 4, when the remaining health is less than or equal to the fourth health value, the system records the user interface and generates a screen recording file; the fourth health value is less than the third health value.
[0159] For example, Figure 14 This is a schematic diagram illustrating the correspondence between user levels and scores provided in some embodiments of this application, such as... Figure 14As shown, since the scores for user tiers decrease sequentially from the first to the fourth tier, the first tier is designated as S, the second as A, the third as B, and the fourth as C. The preset reference time can be the ratio of the average player completion time for the current level (calculated from cloud statistics) to a preset value. For example, taking refTime as the preset reference time and a preset ratio of 4, then refTime = CloudLevelTime (average player completion time for the current level) / 4. The preset value can be set according to the game scenario and experience points.
[0160] Therefore, when the user's gear is S mode, the start time of screen recording can be divided into the following situations: one situation is when the time required to win the battle, mWinTime, is less than refTime, and screen recording starts as soon as the battle against the target, i.e., the boss battle, begins; another situation is when the time required to win the battle, mWinTime, is greater than refTime, and screen recording starts after the boss battle begins, waiting for mWinTime - refTime; and yet another situation is, taking the initial life value of 70% as an example, screen recording starts when the remaining life value is found to be less than or equal to 70% through the onBossLifeLevelChanged callback, i.e., when 70% remains.
[0161] When the user's gear is A, the start time of screen recording can be divided into the following situations: one is when mWinTime is less than refTime, screen recording starts at the beginning of the boss battle; another is taking a preset multiplier of 2 as an example, when mWinTime is greater than refTime but less than 2 times refTime, screen recording starts after the boss battle begins, waiting for mWinTime - refTime; the third situation is taking a second life value of 60% as an example, screen recording starts when the attack target's life value is less than or equal to 60% through the onBossLifeLevelChanged callback, that is, when 60% remains.
[0162] When the user's gear is B, taking the third life value as 50% as an example, the screen recording can start at the time when the target's life value is less than or equal to 50% through the onBossLifeLevelChanged callback, that is, when 50% remains.
[0163] When the user is in C mode, taking the fourth life value as 30% as an example, the screen recording can start when the target's life value is less than or equal to 30% through the onBossLifeLevelChanged callback, that is, when 30% remains.
[0164] Therefore, the recording start time can be determined by the remaining health of the target and / or a preset reference time, avoiding recording the entire game from the start and consuming excessive resources. Thus, this application provides a low-performance recording method where the display device 200 can automatically identify the recording start time without manual user intervention. During recording, the device can determine the user's game stage based on scene sound effects, such as the defeat or victory phase of attacking a target. Image sampling is used to monitor the numerical images of the player and the target, improving recognition efficiency and reducing resource consumption. Simultaneously, the display device 200 can determine the recording start time based on the first numerical image and / or a preset reference time, achieving automatic recording.
[0165] It's important to note that the WinTimeLevel time for different players to defeat their target is uncertain due to their varying user skill levels. For example, for average players or those with insufficient player data, the preset reference time mentioned above can be used to determine the start time for recording. However, for skilled players, the required completion time may be very short, potentially even before the preset reference time is reached. Therefore, in such cases, the target completion time for defeating the target in userBossInfo can be used directly.
[0166] Once the screen recording start time is determined, after receiving a callback from the user such as onBossWin, the display device 200 can obtain the screen recording file, rename the screen recording file according to the preset naming rules, generate the target screen recording file, generate a screen recording reminder message based on the target screen recording file, and control the monitor 260 to display the screen recording reminder message at a preset position on the user interface.
[0167] For example, after screen recording ends, the screen recording file can be saved locally, and the display device 200 can automatically rename the screen recording file according to preset naming rules. Figure 15 This is a schematic diagram illustrating the screen recording file prompt effect provided in some embodiments of this application, such as... Figure 15 As shown, in some embodiments, the renamed file format can be "game name-target name-clearance video-time.mp4", or other formats, and a screen recording reminder message can be displayed in a preset location on the user interface, such as the upper right corner. For user convenience, the screen recording reminder message can include a prompt to view the screen recording file, such as "long press the menu button to view screen recording details".
[0168] To avoid disrupting the user's gameplay, in some embodiments, the screen recording notification message can automatically disappear after a preset duration. For example, it can automatically disappear after 5 seconds. In this way, when the user successfully kills the target, the display device 200 will automatically start screen recording, reminding the user to review or save the screen recording file without disturbing them. This solves the problem of the display device 200 being unable to record or having an inaccurate start time for screen recording.
[0169] In some embodiments, after a user views a screen recording file via a screen recording notification, a list of recordings can be presented to the user upon closing or returning to the previous screen. This list can be sorted chronologically by recording time, and the most recent recording can be set to play by default. Understandably, after exiting the recording list, the user can continue playing the game within the user interface.
[0170] In some embodiments, when a callback such as onBossDefeat is received indicating that a player has been defeated by an attack target, if a screen recording of the game process has been previously recorded, the display device 200 can delete the screen recording in response to the onBossDefeat callback and may not display related reminder information to prevent disturbance to the user.
[0171] As can be seen from the above technical solutions, the above embodiments provide a display device 200 that, in response to a start broadcast command for a start sound effect, monitors a first numerical image and a second numerical image in the user interface; determines a first score, a second score, a third score, and a fourth score; calculates a user data score based on the first score, the second score, the third score, and the fourth score; divides user levels according to the user data score and a preset score range; and determines the screen recording start time based on the first numerical image and / or a preset reference time and the user level. The display device 200 can determine the screen recording start time based on the first numerical image and / or the preset reference time, thus achieving automatic screen recording. In this way, when a user successfully kills an attack target, the display device 200 will start automatic screen recording, prompting the user in a non-disturbing manner to review or save the recorded screen recording file, solving the problem of the display device 200 being unable to record or having an inaccurate screen recording start time.
[0172] Based on the display device 200 described above, some embodiments of this application also provide a method for determining the start time of screen recording, which can be applied to the display device 200 in the above embodiments. In some embodiments, the method may include the following:
[0173] In response to a start broadcast command for a start sound effect, a first numerical image and a second numerical image in the user interface are monitored; the first numerical image is a numerical image of a first target in the user interface; the second numerical image is a numerical image of a second target in the user interface.
[0174] A first score, a second score, a third score, and a fourth score are determined. The first score is a score generated based on the number of times the second numerical image changes to the second state. The second state is used to identify the first numerical image and / or the value corresponding to the second numerical image as a first preset image value. The second score is a score generated based on the time required for the first numerical image to change from the first state to the second state. The first state is used to identify the first numerical image and / or the value corresponding to the second numerical image as a second preset image value. The second preset image value is greater than the first preset image value. The third score is a score generated based on the second numerical image when the first numerical image changes from the first state to the second state. The fourth score is a score corresponding to the probability of the second numerical image changing from the first state to the second state.
[0175] The user data score is calculated based on the first score, the second score, the third score, and the fourth score;
[0176] Users are categorized into different tiers based on their data scores and preset score ranges.
[0177] The screen recording start time is determined based on the first numerical image and / or a preset reference time and the user's gear level, wherein the screen recording start time is earlier than or equal to the moment when the first numerical image changes to the second state.
[0178] As can be seen from the above technical solutions, the above embodiments provide a method for determining the start time of screen recording. This method can determine the start time of screen recording based on a first numerical image and / or a preset reference time, thereby achieving automatic screen recording. Thus, when a user successfully kills an attack target, the display device 200 will automatically start screen recording, prompting the user in a non-disturbing manner to review or save the recorded screen recording file, solving the problem of the display device 200 being unable to record or having an inaccurate start time for screen recording.
[0179] The same or similar parts among the various embodiments in this specification can be referred to mutually, and will not be repeated here.
[0180] Those skilled in the art will clearly understand that the techniques in the embodiments of the present invention can be implemented using software plus necessary general-purpose hardware platforms. Based on this understanding, the technical solutions in the embodiments of the present invention, or the parts that contribute to the prior art, can be embodied in the form of a software product. This computer software product can be stored in a storage medium, such as ROM / RAM, magnetic disk, optical disk, etc., and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute the methods of various embodiments or certain parts of the embodiments of the present invention.
[0181] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of this application, and are not intended to limit them. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some or all of the technical features therein. Such modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of this application.
[0182] For ease of explanation, the above description has been provided in conjunction with specific embodiments. However, the above exemplary discussion is not intended to be exhaustive or to limit the embodiments to the specific forms disclosed above. Various modifications and variations can be obtained based on the above teachings. The selection and description of the above embodiments are for the purpose of better explaining the principles and practical applications, thereby enabling those skilled in the art to better utilize the described embodiments and various different variations of embodiments suitable for specific use considerations.
Claims
1. A display device, characterized by comprising: The method comprises the following steps: a display configured to display a user interface; a communication device configured to establish a communication connection with a server; a controller configured to: monitor a first numerical image and a second numerical image in the user interface in response to a start broadcast instruction of a start sound effect; the first numerical image is a numerical image of a first target in the user interface; the second numerical image is a numerical image of a second target in the user interface; determine a first score, a second score, a third score and a fourth score; the first score is a score value generated according to the number of times that the second numerical image changes to a second state; the second state is used to identify that the numerical value corresponding to the first numerical image and / or the second numerical image is a first preset image numerical value; the second score is a score value generated according to the time required for the first numerical image to change from a first state to a second state; the first state is used to identify that the numerical value corresponding to the first numerical image and / or the second numerical image is a second preset image numerical value; the second preset image numerical value is greater than the first preset image numerical value; the third score is a score value generated according to the second numerical image when the first numerical image changes from the first state to the second state; the fourth score is a score value corresponding to the probability that the second numerical image changes from the first state to the second state; calculate a user data score value according to the first score, the second score, the third score and the fourth score; divide a user gear according to the user data score value and a preset score interval; determine a screen recording start time according to the first numerical image and / or a preset reference time and the user gear, the screen recording start time being earlier than or equal to the time when the first numerical image changes to the second state.
2. The display device of claim 1, wherein, After the controller performs the step of responding to the start broadcast instruction of the start sound effect, the controller is further configured to: generate a data structure acquisition request, the data structure acquisition request being used to acquire media asset data structure information from the server; send the data structure acquisition request to the server, and receive the media asset data structure information fed back by the server according to the data structure acquisition request; save the media asset data structure information.
3. The display device of claim 2, wherein, Before the controller performs the step of calculating the user data score value according to the first score, the second score, the third score and the fourth score, the controller is further configured to: acquire the number of changes of the second numerical image changing to the second state; acquire a first average number; determine the first score according to the first average number and the number of changes.
4. The display device of claim 1, wherein, Before the controller performs the step of calculating the user data score value according to the first score, the second score, the third score and the fourth score, the controller is further configured to: acquire a first time value and a second time value when the first numerical image changes from the first state to the second state; calculate the difference between the first time value and the second time value to obtain the time required for the first numerical image to change from the first state to the second state; send a pass time acquisition request to the server, and receive the average pass time fed back by the server according to the pass time acquisition request; determine the second score value according to the required time and the average clearance time.
5. The display device of claim 1, wherein, Before the controller performs the step of calculating the user data score value according to the first score value, the second score value, the third score value and the fourth score value, the controller is further configured to: read a target numerical progress value based on the second numerical image in response to detecting the first broadcast instruction; the target numerical progress value is a numerical progress value corresponding to the second numerical image when the first numerical image changes from a first state to a second state; obtain a plurality of preset numerical gears and numerical scores corresponding to the numerical gears; determine the third score value according to the target numerical progress value, the numerical gears and the numerical scores.
6. The display device of claim 3, wherein, Before the controller performs the step of calculating the user data score value according to the first score value, the second score value, the third score value and the fourth score value, the controller is further configured to: accumulate a first accumulated number of times that the second numerical image changes from the first state to the second state in response to detecting the second broadcast instruction; accumulate a second accumulated number of times that the first numerical image changes from the first state to the second state; calculate a first sum value by summing the first accumulated number of times and the second accumulated number of times; calculate the fourth score value by calculating a ratio of the first accumulated number of times to the first sum value.
7. The display device of claim 2, wherein, Before the controller performs the step of determining the screen recording start time according to the first numerical image and / or a preset reference time and the user gear, the controller is further configured to: obtain the user gear, the user gear including a first gear, a second gear, a third gear and a fourth gear; the score value of the user gear decreases from the first gear to the fourth gear; obtain an average required time of the user; calculate a preset reference time by calculating a ratio of the average required time and a preset numerical value; determine the screen recording start time according to the first numerical image and / or the preset reference time and the user gear, and generate a screen recording file.
8. The display device of claim 7, wherein, After the controller performs the step of determining the screen recording start time according to the first numerical image and / or the preset reference time and the user gear, the controller is further configured to: obtain the screen recording file; rename the screen recording file according to a preset naming rule to generate a target screen recording file; generate a screen recording reminder message according to the target screen recording file; control the display to display the screen recording reminder message at a preset position of the user interface.
9. The display device of claim 2, wherein, Before the controller performs the step of monitoring the first numerical image and the second numerical image in the user interface, the controller is further configured to: obtain first area information of the first numerical image in the user interface and second area information of the second numerical image in the user interface; identify a first area position of the first numerical image in the first area information and a second area position of the second numerical image in the second area information; perform equidistance sampling on the first numerical image at the first area position to obtain a first sampling image; perform equidistance sampling on the second numerical image at the second area position to obtain a second sampling image; According to a preset time interval, a first stage image of the first sampling image and a second stage image of the second sampling image are intercepted; A first remaining life value is determined according to the first sampling image and the first numerical image; A second remaining life value is determined according to the second sampling image and the second numerical image. 10.A method for determining a recording start time, applied to the display device of any one of claims 1-9, wherein the display device comprises a display, a communication device and a controller, and the method comprises the following steps of: The method comprises: In response to a start broadcast instruction of a start sound effect, a first numerical image and a second numerical image in a user interface are monitored; the first numerical image is a numerical image of a first target in the user interface; the second numerical image is a numerical image of a second target in the user interface; A first score, a second score, a third score and a fourth score are determined; the first score is a score value generated according to a number of times of change of the second numerical image to a second state; the second state is used to identify that a corresponding numerical value of the first numerical image and / or the second numerical image is a first preset image numerical value; the second score is a score value generated according to a time required for change of the first numerical image from a first state to the second state; the first state is used to identify that the corresponding numerical value of the first numerical image and / or the second numerical image is a second preset image numerical value; the second preset image numerical value is greater than the first preset image numerical value; the third score is a score value generated according to the second numerical image when the first numerical image changes from the first state to the second state; the fourth score is a score value corresponding to a probability of change of the second numerical image from the first state to the second state; A user data score is calculated according to the first score, the second score, the third score and the fourth score; A user gear is divided according to the user data score and a preset score interval; A screen recording start time is determined according to the first numerical image and / or a preset reference time and the user gear, and the screen recording start time is earlier than or equal to a time of change of the first numerical image to the second state.
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