XR immersive content playing progress management system and method

By establishing a global timeline and Timeline prefab in XR immersive content playback, and synchronizing visual art assets and program code in real time, the synchronization problem in traditional methods is solved, improving the continuity and accuracy of content playback, and enhancing the consistency and immersion of the user experience.

CN121644936APending Publication Date: 2026-03-10YIMUXIU INFORMATION TECHNOLOGY (SHANGHAI) CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-12-05
Publication Date
2026-03-10

AI Technical Summary

Technical Problem

Traditional drag-and-drop progress management methods for video streams cannot determine in real time whether the execution status of visual art assets and program code is synchronized after the playback progress of XR immersive content jumps, resulting in scene display errors and interactive function failures, affecting the continuity and accuracy of content playback.

Method used

By storing Timeline prefabs and scene information of XR immersive film content, a global timeline is established, progress jump instructions are received, the instruction type is parsed to update the global time, the current scene is determined and the local time is calculated, and the Timeline is set to jump to the local time to achieve synchronization between visual art assets and program code.

Benefits of technology

It achieves continuity and accuracy in XR content playback, reduces the risk of plot breaks and missed interactive moments caused by jumps, and improves the consistency and immersion of the user experience.

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Abstract

The invention relates to the technical field of augmented reality, and discloses an XR immersive content playing progress management system and method, and the system comprises a Timeline configuration module, a global time control module, a scene updating system, a Timeline synchronization system, a playing control end interface module, a log recording module, an error processing module, and a cache acceleration module. Linear splicing of the multi-scene Timeline is driven based on a global time axis, and continuous playing control over XR immersive interactive film content is achieved; receiving an external progress jump instruction through a broadcast control end interface, updating global time according to instruction types including percentage and index, and automatically positioning a target scene; and local time calculation and Timeline jump control are combined to realize synchronization of visual art assets and program code execution. According to the invention, the continuity and accuracy of XR content playing are improved, and the integrity of content narration and the immersion of a user are enhanced.
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Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of extended reality, in particular to an XR immersive content playback progress management system and method. BACKGROUND

[0002] Extended reality is a human-computer interaction technology that integrates real and virtual environments, covering augmented reality, virtual reality and mixed reality, and realizes deep interaction between virtual and real spaces through computer technology and wearable devices.

[0003] Currently, in the playback management process of XR immersive interactive video content, due to the particularity that such content is driven by program code to present visual art assets cooperatively, when adjusting the playback progress, the traditional video stream drag-type progress management method cannot be applied, and only manual triggering of code execution through external devices can be relied on to achieve a fast-forward-like effect. This method cannot determine in real time whether the visual art assets and program code execution state are synchronized after progress jumping, and when the asset loading timing and code execution node do not match, it will cause scene display disorder and interactive function failure, affecting the coherence and accuracy of content playback.

[0004] Therefore, the present application provides an XR immersive content playback progress management system and method to solve the above problems. SUMMARY

[0005] In view of the deficiencies of the prior art, the present application provides an XR immersive content playback progress management system and method, which solves the problem that the traditional video stream drag-type progress management method cannot determine in real time whether the visual art assets and program code execution state are synchronized after progress jumping, and affects the coherence and accuracy of content playback.

[0006] To achieve the above purpose, the present application provides the following technical solutions: An XR immersive content playback progress management system and method, the method comprising the following steps: S1, store the Timeline prefabricated body and scene information of the XR immersive video content, the scene information including the time length and playback order of multiple scenes, and calculate the initial time of each scene on the global time axis based on the scene information, and obtain the total time length of the project by accumulating the time length of each scene; S2, initialize the global time axis and start the global time timer to begin playing the XR immersive video content; S3, receive the progress jump instruction sent by the external control terminal through the control terminal interface, the progress jump instruction including percentage jump and index jump; S4. Parse the progress jump instruction and update the global time according to the instruction type. When it is a percentage jump, the global time is updated to the total duration multiplied by the percentage. When it is an index jump, the global time is updated to the initial time of the corresponding scene. S5. Determine the corresponding current scene based on the updated global time, where the current scene is the scene interval in which the global time is located; S6. Jump to the current scene and calculate the local time of the scene, where the local time is the global time minus the initial time of the current scene; S7. Set the current scene's Timeline to jump to the local time and control the Timeline playback to achieve synchronization between visual art assets and program code execution.

[0007] Preferably, S1 stores the Timeline prefab of the XR immersive film content and scene information. The scene information includes the duration and playback order of multiple scenes. Based on the scene information, the initial time of each scene on the global timeline is calculated. The process of obtaining the total duration of the project by accumulating the durations of each scene includes: S11. Establish a scene database to realize the Timeline prefab and metadata of multiple scenes storing XR immersive film content. The metadata includes scene identifier, duration, playback order index and initial time offset. S12. Import scene data through the configuration tool to generate Timeline prefabs. Each Timeline prefab corresponds to a scene and includes animation sequences, special effects data, and interactive program code points. S13. Calculate the initial time of each scene on the global timeline according to the playback order index of the scene. The initial time of the first scene is zero, and the initial time of subsequent scenes is the initial time of the preceding scene plus the duration of the preceding scene. S14. Sum the durations of all scenarios to obtain the total duration of the project, and store it in the global timeline configuration file.

[0008] Preferably, the process of initializing the global timeline and starting the global timer to begin playing the XR immersive film content in S2 includes: S21. Initialize the global timeline, set the zero point of time to the start time of the project, and configure the timeline precision to milliseconds. S22. Start the high-precision global timer and begin incrementing the global time. The timer frequency is synchronized with the system clock. S23. During playback, monitor the global timeline status in real time to ensure that the time increments are continuous and without jumps. S24. Synchronize the Timeline of all scenes to the starting point of the global timeline to align assets and code in the initial state.

[0009] Preferably, in step S3, receiving a progress jump instruction sent by an external broadcast control terminal via the broadcast control terminal interface, wherein the progress jump instruction includes percentage jump and index jump, includes the following process: S31. The broadcast control terminal interface listens to a specified port through a network protocol and receives progress jump instructions sent by an external broadcast control terminal. The instruction format is JSON and XML data packets. S32. Parse the progress jump instruction, extract the instruction type and parameter value. The instruction type includes percentage jump and index jump, and the parameter value is the percentage value and the scene index number. S33. Verify the validity of parameter values, including checking whether the percentage is within the range of 0 to 100 and whether the scene index is in the list of valid scenes. If invalid, return an error message. S34. Preprocess valid instructions to generate standardized jump request data to enable subsequent time update operations.

[0010] Preferably, in step S4, parsing the progress jump instruction and updating the global time according to the instruction type, wherein when it is a percentage jump, the global time is updated to the total duration multiplied by the percentage; when it is an index jump, the global time is updated to the initial time of the corresponding scene, includes the following process: S41. Calculate the target global time using different algorithms based on the type of progress jump instruction; S42. When the instruction type is a percentage jump, the formula for calculating the target global time is: ; in, For the target global time, Total project duration The parameter is a percentage and rounded to the most recent time point; S43. When the instruction type is index jump, the target global time = the initial time of the corresponding scene index, which is directly taken from the scene database; S44. Perform boundary checks on the calculated target global time to ensure that it is not less than zero and is lower than the total duration. If it exceeds the boundary, adjust it to a valid value. S45. Update the current value of the global time timer to the target global time and trigger the timeline refresh event.

[0011] Preferably, the process in S5 of determining the corresponding current scene based on the updated global time, wherein the current scene is the scene interval in which the global time falls, includes: S51. Obtain scene list data. Each scene contains initial time, end time and scene identifier. The end time is the initial time plus the scene duration. S52. Use an efficient search algorithm to locate the scene interval containing the global time in the scene list. Prioritize binary search to reduce time complexity. The formula for calculating the intermediate point is: ; in, For intermediate index, To find the lower bound index of the interval, Use upper bound indexes to reduce time complexity; S53. Compare the global time with the initial and end times of each scene to determine the scene interval into which the global time falls, and return the current scene identifier; S54. When the global time is exactly the scene boundary time, the scene to which the scene belongs is determined according to the preset rules to avoid ambiguity.

[0012] Preferably, the process of jumping to the current scene in S6 and calculating the local time of the scene, wherein the local time is the global time minus the initial time of the current scene, includes: S61. Based on the determined current scene identifier, check whether the currently loaded scene is consistent with the target scene. If they are inconsistent, perform scene switching. S62. When switching scenes, first unload the resources of the current scene, including releasing art assets in memory and pausing program code execution; S63. Load the Timeline prefab and related resources of the target scene, and initialize the scene state variables; S64. Calculate the local time using the formula: Local Time = Global Time - Initial Time of the Current Scene, ensuring that the local time is within the duration of the scene. S65. Record scene transition logs, including timestamps, scene identifiers, and local time values, to enable auditing and debugging.

[0013] Preferably, the process in S7 of setting the current scene's Timeline to jump to the local time and controlling the Timeline playback to achieve synchronization between visual art assets and program code execution includes: S71. Pause the playback of the current scene's timeline, interrupting all currently running animations and interactive programs; S72. Set the current time point of the Timeline to the calculated local time and adjust the timeline pointer; S73. Reinitialize the Timeline state to ensure that art assets, including 3D models, animations, and special effects, are executed synchronously with the program code from a local time point. S74. Resume Timeline playback and start the monitoring mechanism to detect whether there is any desynchronization during playback. If it is detected, perform real-time correction. S75. Send a jump completion notification to the external broadcast control terminal, including the current global time and scene status information.

[0014] Preferably, the system includes: The Timeline configuration module uses the scene information storage unit to manage the scene duration and playback order of XR immersive film content, determines the starting point of each scene on the global timeline through the initial time calculation unit, and outputs the timeline configuration data through the project total duration calculation unit. The global time control module receives the time axis configuration data, sets the global time starting point through the time axis initialization unit, drives the time to increment using the high-precision timer unit, and responds to the jump command through the time update unit to refresh the global time. The scene update system receives the refreshed global time, determines the current scene through the scene positioning unit, performs scene switching using the resource loading and unloading unit, and outputs the time point within the current scene by the local time calculation unit. The Timeline synchronization system receives the time point, locates the timeline pointer through the Timeline jump unit, ensures that the art assets and program code are ready through the status reset unit, and restores synchronized playback through the playback control unit. The broadcast control interface module receives external progress jump commands through the network monitoring unit, processes the validity of the commands through the command parsing and verification unit, and feeds back the system status to the outside through the status notification unit.

[0015] Preferred options also include: The logging module records time updates and scene transition events through the operation log collection unit, persists data through the log storage unit, and supports system auditing through the query and analysis unit. The error handling module monitors the instruction parsing, resource loading and synchronization process through the anomaly detection unit, handles common faults through the automatic recovery unit, and notifies the administrator through the alarm unit. The caching acceleration module predicts user switching behavior through the hotspot scenario prediction unit and uses the resource preloading unit to preload the required assets into memory to reduce scenario switching latency. The modules are connected in a highly cohesive and loosely coupled manner, and exchange data and communicate events via the system message bus.

[0016] Compared with the prior art, the present invention provides an XR immersive content playback progress management system and method, which has the following beneficial effects: 1. In this invention, a multi-scene Timeline linear splicing mechanism based on a global timeline is established through the Timeline configuration module. Combined with the parsing and time update operation of the progress jump instruction by the global time control module, the clarity of the target time point under different jump instructions is ensured. The updated global time is mapped to the target scene and the local time is calculated through the scene update system. This can ensure the synchronization between the loading status of visual art assets and the execution node of program code after the jump in real time, avoid the problems of scene display abnormalities and interactive function failures, and improve the continuity and accuracy of XR content playback.

[0017] 2. In this invention, the loading and unloading status of target scene resources is monitored in real time by the scene update system, and the timeline synchronization system controls the timeline jumps and playback within the scene. This enables the system to promptly identify potential stuttering and interruption risks during batch terminal playback. When an abnormal playback status is detected, progress rollback and scene reload operations can be automatically triggered based on the global timeline and the initial time information of the scene, ensuring that the playback status of each terminal quickly returns to consistency, thus improving the robustness of batch playback control and the consistency of the terminal user experience.

[0018] 3. In this invention, the Timeline configuration module stores and manages content structure information including scene duration, playback order, and interactive logic nodes. This enables the system to intelligently determine the optimal jump target point based on the content narrative logic when receiving percentage and index jump instructions through the broadcast control terminal interface. Combined with the collaborative work of the scene update system and the Timeline synchronization system, the risk of plot breaks and missed interactive links caused by jumps is reduced, achieving progress management that is highly consistent with the content structure, further enhancing the integrity of the content narrative and the user's immersion. Attached Figure Description

[0019] Fig. 1 This is a schematic diagram of the architecture of an XR immersive content playback progress management system according to the present invention; Fig. 2 This is a flowchart illustrating the steps of an XR immersive content playback progress management method according to the present invention. Detailed Implementation

[0020] The technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0021] Please see Figs. 1-2The specific implementation of an XR immersive content playback progress management system and method is as follows, and the method includes the following steps: S1. Store the Timeline prefab and scene information of the XR immersive film content. The scene information includes the duration and playback order of multiple scenes. Calculate the initial time of each scene on the global timeline based on the scene information. Obtain the total duration of the project by summing the durations of each scene. S2. Initialize the global timeline and start the global timer to begin playing the XR immersive video content; S3. Receive progress jump instructions sent by external broadcast control terminals through the broadcast control terminal interface. Progress jump instructions include percentage jump and index jump. S4. Parse the progress jump instruction and update the global time according to the instruction type. When it is a percentage jump, the global time is updated to the total duration multiplied by the percentage. When it is an index jump, the global time is updated to the initial time of the corresponding scene. S5. Determine the corresponding current scene based on the updated global time. The current scene is the scene interval in which the global time is located. S6. Jump to the current scene and calculate the local time of the scene, where the local time is the global time minus the initial time of the current scene; S7. Set the current scene's Timeline to jump to a local time and control the Timeline playback to achieve synchronization between visual art assets and program code execution.

[0022] S1 stores the Timeline prefab and scene information of the XR immersive film content. The scene information includes the duration and playback order of multiple scenes. Based on the scene information, the initial time of each scene on the global timeline is calculated. The process of obtaining the total duration of the project by accumulating the durations of each scene includes: S11. Establish a scene database to store the Timeline prefabs and metadata of multiple scenes for XR immersive film content. The metadata includes scene identifier, duration, playback order index and initial time offset. S12. Import scene data through the configuration tool to generate Timeline prefabs. Each Timeline prefab corresponds to a scene and includes animation sequences, special effects data, and interactive program code points. S13. Based on the scene playback order index, calculate the initial time of each scene on the global timeline. The initial time of the first scene is zero, and the initial time of subsequent scenes is the sum of the initial time of the preceding scene and the duration of the preceding scene. The formula for calculating the initial time of subsequent scenes is as follows: ; in, Let be the initial time for the i-th scene. Let be the duration of the k-th scene. For scene indexing, ≥2; In practice, the duration data of previous scenes are read sequentially from the scene database, the initial time is calculated scene by scene using an accumulation algorithm, and the results are stored in a memory buffer to ensure that the data is available in real time. S14. Sum the durations of all scenarios to obtain the total duration of the project, and store it in the global timeline configuration file.

[0023] The process of initializing the global timeline and starting the global timer to begin playing XR immersive film content in S2 includes: S21. Initialize the global timeline, set the zero point of time to the start time of the project, and configure the timeline precision to milliseconds. S22. Start the high-precision global timer and begin incrementing the global time. The timer frequency is synchronized with the system clock, and the timer increment formula is: ; in, The global time at the current moment. Let the global time be the next moment. The time increment interval is typically on the order of milliseconds; In practice, the timer is driven by a system clock interrupt, and every interval... Time triggers a time update event, updating the global time value and broadcasting it to all modules to achieve millisecond-level synchronization. S23. During playback, monitor the global timeline status in real time to ensure that the time increments are continuous and without jumps. S24. Synchronize the Timeline of all scenes to the starting point of the global timeline to align assets and code in the initial state.

[0024] In S3, the process of receiving progress jump instructions sent by an external broadcast control terminal through the broadcast control terminal interface, including percentage jump and index jump instructions, includes: S31. The broadcast control terminal interface listens to a specified port through a network protocol and receives progress jump instructions sent by external broadcast control terminals. The instruction format is JSON and XML data packets. S32. Parse the progress jump instruction, extract the instruction type and parameter value. The instruction type includes percentage jump and index jump, and the parameter value is the percentage value and the scene index number. S33. Verify the validity of parameter values, including checking whether the percentage is within the range of 0 to 100 and whether the scene index is in the list of valid scenes. If invalid, return an error message. S34. Preprocess valid instructions to generate standardized jump request data to enable subsequent time update operations.

[0025] In S4, parsing progress jump instructions and updating the global time based on the instruction type includes the following steps: For percentage jumps, the global time is updated to the total duration multiplied by the percentage; for index jumps, the global time is updated to the initial time of the corresponding scene. S41. Calculate the target global time using different algorithms based on the type of progress jump instruction; S42. When the instruction type is a percentage jump, the formula for calculating the target global time is: ; in, For the target global time, Total project duration The parameter is a percentage and rounded to the most recent time point; S43. When the instruction type is index jump, the target global time = the initial time of the corresponding scene index, which is directly taken from the scene database; S44. Perform boundary checks on the calculated target global time to ensure that it is not less than zero and is lower than the total duration. If it exceeds the boundary, adjust it to a valid value. S45. Update the current value of the global time timer to the target global time and trigger the timeline refresh event.

[0026] In S5, the process of determining the current scene based on the updated global time, and defining the current scene as the scene interval within the global time range, includes: S51. Obtain scene list data. Each scene contains initial time, end time and scene identifier. The end time is the initial time plus the scene duration. S52. Use an efficient search algorithm to locate the scene interval where the global time is located in the scene list. Prioritize the use of binary search algorithm to reduce time complexity. The time complexity of the search algorithm is calculated using the following formula: ; in, For the time complexity of the algorithm, For the number of scenes, It is a constant factor; In practice, linear search algorithm is preferred as the basic implementation. The global time is compared with the time interval of the scene by traversing the scene list. At the same time, the execution time of the algorithm is monitored. When the number of scenes exceeds the threshold, binary search is automatically switched to optimize efficiency. The specific algorithm selection logic is as follows: when the number of scenes... When the value is ≤100, a linear search algorithm is used, which compares the global time with the scene time interval by traversing the scene list. When the value is greater than 100, the algorithm automatically switches to binary search to ensure optimal efficiency. The formula for calculating the intermediate point in binary search is: ; in, For intermediate index, To find the lower bound index of the interval, Using an upper bound index to reduce time complexity, the time complexity of binary search is O(n log n). Linear search is The algorithm switching threshold is set based on experimental data to avoid performance bottlenecks; S53. Compare the global time with the initial and end times of each scene to determine the scene interval into which the global time falls, and return the current scene identifier; S54. When the global time is exactly the scene boundary time, the scene to which the scene belongs is determined according to the preset rules to avoid ambiguity.

[0027] In S6, the process of jumping to the current scene and calculating the local time of that scene, where the local time is the global time minus the initial time of the current scene, includes: S61. Based on the determined current scene identifier, check whether the currently loaded scene is consistent with the target scene. If they are inconsistent, perform scene switching. S62. When switching scenes, first unload the resources of the current scene, including releasing art assets in memory and pausing program code execution; S63. Load the Timeline prefab and related resources of the target scene, and initialize the scene state variables; S64. Calculate the local time using the formula: Local Time = Global Time - Initial Time of the Current Scene. Ensure the local time is within the duration of the scene and verify its validity using the following formula: ; in, For local time, The duration of the current scene; In practice, the verification process includes checking whether the local time is non-negative and less than the scene duration; if it exceeds the limit, an exception handling procedure is triggered. When < 0, automatically adjust the global time to the initial time of the current scene. > When the time is right, adjust the global time to the end time of the current scenario and record the adjustment log to enable auditing and debugging, ensuring the robustness of the jump; S65. Record scene transition logs, including timestamps, scene identifiers, and local time values, to enable auditing and debugging.

[0028] In S7, setting the current scene's Timeline to jump to a local time and controlling the Timeline playback to achieve synchronization between visual art assets and program code execution includes: S71. Pause the playback of the current scene's timeline, interrupting all currently running animations and interactive programs; S72. Set the current time point of the Timeline to the calculated local time and adjust the timeline pointer; S73. Reinitialize the Timeline state to ensure that art assets, including 3D models, animations, and special effects, are executed synchronously with the program code from a local time point. S74. Resume Timeline playback and activate the monitoring mechanism to detect any desynchronization during playback. If any desynchronization is detected, perform real-time correction. The formula for calculating synchronization error is: ; in, For synchronization error, This refers to the actual playback time. For the target local time; S75. Send a jump completion notification to the external broadcast control terminal, including the current global time and scene status information; In practice, the monitoring mechanism samples the actual playback time at a fixed frequency and calculates the error value. If the preset threshold is exceeded, the Timeline will be automatically paused and assets and code will be resynchronized to ensure that error correction is completed in real time.

[0029] The system includes: The Timeline configuration module uses the scene information storage unit to manage the scene duration and playback order of XR immersive film content, determines the starting point of each scene on the global timeline through the initial time calculation unit, and outputs the timeline configuration data through the project total duration calculation unit. The global time control module receives time axis configuration data, sets the global time starting point through the time axis initialization unit, drives the time increment through the high-precision timer unit, and responds to jump commands through the time update unit to refresh the global time. The scene update system receives the refreshed global time, determines the current scene through the scene positioning unit, performs scene switching using the resource loading and unloading unit, and outputs the time point within the current scene by the local time calculation unit. The Timeline synchronization system receives time points, locates the timeline pointer through the Timeline jump unit, uses the status reset unit to ensure that art assets and program code are ready, and restores synchronized playback through the playback control unit. The broadcast control interface module receives external progress jump commands through the network monitoring unit, processes the validity of the commands through the command parsing and verification unit, and feeds back the system status to the outside through the status notification unit.

[0030] Also includes: The logging module records time updates and scene transition events through the operation log collection unit, persists data through the log storage unit, and supports system auditing through the query and analysis unit. The error handling module monitors the instruction parsing, resource loading and synchronization process through the anomaly detection unit, handles common faults through the automatic recovery unit, and notifies the administrator through the alarm unit. The caching acceleration module predicts user switching behavior through the hotspot scenario prediction unit and uses the resource preloading unit to preload the required assets into memory to reduce scenario switching latency. The modules are connected in a highly cohesive and loosely coupled manner, and exchange data and communicate events via the system message bus.

[0031] The operation steps of an XR immersive content playback progress management system and method are as follows: Step 1: Scene Information Storage and Total Duration Calculation This method first stores the timeline prefab and scene information of the XR immersive film content through the Timeline configuration module. The scene information includes metadata such as the duration of multiple scenes, playback order index, and initial time offset. The specific principle is as follows: based on the playback order of the scenes, the initial time of each scene on the global timeline is calculated. The initial time of the first scene is set to zero, and the initial time of subsequent scenes is obtained by accumulating the duration of the preceding scenes, thereby ensuring the continuity of the timeline. Finally, the durations of all scenes are summed to generate the total duration of the project, which is stored in the global timeline configuration file to provide basic data support for subsequent progress management. The key to this step is to achieve scene time mapping through structured data storage and calculation, so as to avoid temporal disorder during playback.

[0032] Step 2: Global Timeline Initialization and Timer Startup Once the scene information is ready, the system initializes the global timeline through the global time control module, sets the zero point of time as the start time of the project, and configures the timeline precision to the millisecond level to ensure high-precision time control. In principle, after starting the high-precision global time timer, the timer is driven by the system clock and increments the global time at fixed intervals to achieve continuous time increment and real-time monitoring. At the same time, the timelines of all scenes are synchronized to the starting point of the global timeline to ensure the alignment of visual art assets and program code in the initial state. The core of this step is to provide a stable time reference for progress jumps through timeline initialization and timer mechanisms, ensuring the continuity of playback.

[0033] Step 3: Receiving and parsing progress jump instructions The system listens for progress jump commands sent by external broadcast control terminals through the broadcast control terminal interface module. The command types include percentage jumps and index jumps, and the data format is usually JSON and XML. In principle, the interface module parses the command content, verifies the validity of the parameters, and returns error information for invalid commands. Valid commands are converted into standardized jump request data to trigger a global time update. The key to this step is to achieve seamless integration between external control and internal systems through intelligent command parsing, thereby improving the flexibility and response speed of broadcast control.

[0034] Step 4: Global Time Update and Target Scene Localization After parsing the jump instruction, the system updates the global time according to the instruction type: when it is a percentage jump, the global time is updated to the total duration multiplied by the percentage; when it is an index jump, the global time is directly taken from the initial time of the corresponding scene. In principle, the updated global time undergoes boundary checks to ensure that it is within the legal range. If it exceeds the limit, it is automatically adjusted. Subsequently, the system uses a search algorithm to locate the scene interval in the scene list where the global time is located and determines the current scene identifier. This step achieves accurate positioning of the progress jump through time calculation and scene matching, avoiding scene switching errors.

[0035] Step 5: Scene transition and local time calculation After determining the current scene, the system performs a scene jump operation through the scene update module: First, it checks whether the currently loaded scene is consistent with the target scene. If they are inconsistent, the old scene resources are unloaded and the new scene's Timeline prefab is loaded. In principle, after the jump, the local time is calculated by subtracting the initial time of the current scene from the global time, and the local time is verified to be within the scene duration range. At the same time, the jump log is recorded to achieve auditing. The key to this step is to ensure the rapid synchronization of assets and code after the jump through dynamic resource management and time verification, thereby reducing loading delays.

[0036] Step Six: Timeline Synchronization and Playback Control Finally, the system uses the Timeline synchronization module to jump to the calculated local time point in the current scene's Timeline, adjusts the timeline pointer, and reinitializes the Timeline state. In principle, after playback resumes, a monitoring mechanism is activated to detect the synchronization error between the actual playback time and the target time in real time. When the error exceeds the threshold, it is automatically corrected. After playback is completed, a jump notification is sent to the external broadcast control terminal, including the global time and scene state. The core of this step is to ensure the real-time alignment of visual art assets and program code through synchronization and error correction mechanisms, thereby enhancing the immersiveness and continuity of the user experience.

[0037] It should be noted that, in this document, relational terms such as "first" and "second" are used only to distinguish one entity or operation from another, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Furthermore, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Without further limitations, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes said element.

[0038] Although embodiments of the invention have been shown and described, it will be understood by those skilled in the art that various changes, modifications, substitutions and alterations can be made to these embodiments without departing from the principles and spirit of the invention, the scope of which is defined by the appended claims and their equivalents.

Claims

1. A method for managing a play progress of XR immersive content, the method comprising: receiving a play progress of the XR immersive content; and determining a play progress of the XR immersive content based on the received play progress. The method comprises the following steps: S1, store the Timeline prefabs and scene information of the XR immersive film content, the scene information comprises the time length and playing order of multiple scenes, and initial times of the scenes on a global time axis are calculated based on the scene information, and the total time length of the project is obtained by accumulating the time length of each scene; S2, initialize the global time axis, and start a global time timer to begin playing the XR immersive film content; S3, receive a progress jump instruction sent by an external control terminal through a control terminal interface, the progress jump instruction comprising percentage jump and index jump; S4, analyze the progress jump instruction, and update the global time according to the instruction type, wherein when it is percentage jump, the global time is updated as the total time length multiplied by the percentage, and when it is index jump, the global time is updated as the initial time of the corresponding scene; S5, determine the corresponding current scene according to the updated global time, the current scene being the scene interval in which the global time is located; S6, jump to the current scene, and calculate the local time of the scene, wherein the local time is the global time minus the initial time of the current scene; S7, set the Timeline of the current scene to jump to the local time, and control the Timeline to play, so as to realize the synchronization of visual art assets and program code execution. 2.The XR immersive content playback progress management method of claim 1, wherein, The process of storing the Timeline prefabs and scene information of the XR immersive film content in S1 comprises: S11, establish a scene database to store the Timeline prefabs and metadata of multiple scenes of the XR immersive film content, the metadata comprising scene identification, time length, playing order index, and initial time offset; S12, import scene data through a configuration tool to generate Timeline prefabs, each Timeline prefab corresponding to a scene and containing animation sequence, special effect data, and interactive program code points; S13, calculate the initial time of each scene on the global time axis according to the playing order index of the scene, wherein the initial time of the first scene is zero, and the initial time of the subsequent scene is the initial time of the previous scene plus the time length of the previous scene; S14, accumulate and sum the time length of all scenes to obtain the total time length of the project, and store it in a global time axis configuration file. 3.The XR immersive content playback progress management method of claim 1, wherein, The process of initializing the global time axis and starting a global time timer to begin playing the XR immersive film content in S2 comprises: S21, initialize the global time axis, set the time zero point as the starting moment of the project, and configure the time axis precision to be millisecond level; S22, start a high-precision global time timer to begin incrementing the global time, and the frequency of the timer is synchronized with the system clock; S23, in the playing process, real-time monitor the global time axis state to ensure that the time is continuously and continuously incremented without jumping. S24, synchronize all scenes of the Timeline to the starting point of the global timeline, realize the asset and code alignment in the initial state. 4.The XR immersive content playback progress management method of claim 1, wherein, The process of receiving the progress jump instruction sent by the external control terminal through the control terminal interface in S3 includes: S31, the control terminal interface listens to a specified port through a network protocol and receives a progress jump instruction sent by an external control terminal, and the instruction format is a JSON and XML data packet; S32, parse the progress jump instruction, extract the instruction type and parameter value, the instruction type includes percentage jump and index jump, and the parameter value is a percentage value and a scene index number; S33, verify the validity of the parameter value, including checking whether the percentage is within the range of 0 to 100 and whether the scene index is within the valid scene list, and returning an error message when it is invalid; S34, preprocess the valid instruction to generate a standardized jump request data, and realize subsequent time update operation. 5.The XR immersive content playback progress management method of claim 1, wherein, The process of parsing the progress jump instruction and updating the global time according to the instruction type in S4 includes: S41, according to the type of the progress jump instruction, different algorithms are used to calculate the target global time; S42, when the instruction type is percentage jump, the target global time calculation formula is: ; wherein, is the target global time, is the total project duration, is the percentage parameter, rounded to the nearest time point; S43, when the instruction type is index jump, the target global time = the initial time of the corresponding scene index, which is directly taken from the scene database; S44, boundary check is performed on the calculated target global time to ensure that it is not less than zero and lower than the total duration, and when it is out of bounds, it is adjusted to a legal value; S45, update the current value of the global time timer to the target global time, and trigger the timeline refresh event. 6.The XR immersive content playback progress management method of claim 1, wherein, The process of determining the corresponding current scene according to the updated global time in S5 includes: S51, obtain scene list data, each scene contains initial time, end time and scene identifier, and the end time is the initial time plus the scene duration; S52, use an efficient search algorithm to locate the scene interval where the global time is located in the scene list, and preferentially use the binary search algorithm to reduce the time complexity, wherein the intermediate point calculation formula is: ; wherein, is an intermediate index, is a lower bound index of the search interval, is an upper bound index to reduce the time complexity; S53, compare the global time with the initial time and the end time of each scene to determine the scene interval where the global time falls, and return the current scene identifier; S54, when the global time is exactly the scene boundary time, determine the belonging scene according to the preset rule to avoid ambiguity. 7.The XR immersive content playback progress management method of claim 1, wherein, The process of jumping to the current scene and calculating the local time of the scene in S6 includes: S61, according to the determined current scene identifier, check whether the currently loaded scene is consistent with the target scene, and perform scene switching when they are not consistent; S62, when the scene needs to be switched, unload the resources of the current scene, including releasing the art assets in the memory and pausing the program code execution; S63, load the Timeline prefab and related resources of the target scene, and initialize the scene state variables; S64, calculate the local time, formula: local time = global time - initial time of the current scene, ensure that the local time is within the scene duration range; S65, record the scene jump log, including timestamp, scene identifier and local time value, realize the audit and debugging. 8.The XR immersive content playback progress management method of claim 1, wherein, The process of setting the Timeline of the current scene to the local time in S7 and controlling the Timeline playback to realize the synchronization of visual art assets and program code execution includes: S71, pause the Timeline playback of the current scene, interrupt all executing animations and interaction programs; S72, set the current time point of the Timeline to the calculated local time, adjust the time axis pointer; S73, reinitialize the Timeline state to ensure that the art assets including 3D models, animations, special effects, and program codes start synchronously from the local time point; S74, resume the Timeline playback and start the monitoring mechanism to detect whether there is any out-of-sync phenomenon during the playback, and correct it in real time when found; S75, send a jump completion notification to the external broadcast end, including the current global time and scene state information.

9. An XR immersive content play progress management system, characterized in that the system It includes: Timeline configuration module, using scene information storage unit to manage the scene duration and playback order of XR immersive film content, determining the starting point of each scene on the global time axis through the initial time calculation unit, and outputting time axis configuration data through the project total duration calculation unit; Global time control module, receiving the time axis configuration data, setting the global time starting point through the time axis initialization unit, driving time increment through the high-precision timer unit, and refreshing the global time in response to the jump instruction through the time updating unit; Scene update system, receiving the refreshed global time, determining the current scene through the scene positioning unit, executing scene switching through the resource loading and unloading unit, and outputting the time point in the current scene through the local time calculation unit; Timeline synchronization system, receiving the time point, positioning the time axis pointer through the Timeline jump unit, ensuring that the art assets and program codes are ready through the state reset unit, and resuming synchronized playback through the playback control unit; Broadcast end interface module, receiving external progress jump instructions through the network listening unit, processing instruction validity through the instruction analysis and verification unit, and feeding back the system state to the outside through the state notification unit.

10. The XR immersive content play progress management system of claim 9, wherein, It also includes: Log recording module, recording time updating and scene jump events through the operation log collection unit, persisting data through the log storage unit, and supporting system audit through the query analysis unit; Error handling module, monitoring instruction analysis, resource loading and synchronization process through the exception detection unit, processing common faults through the automatic recovery unit, and notifying the administrator through the alarm unit; Cache acceleration module, predicting user jump behavior through the hot scene prediction unit, loading the required assets into memory in advance through the resource preloading unit to reduce scene switching delay; The modules are connected in a high cohesion and low coupling manner, and data exchange and event communication are performed via a system message bus.