Multi-dimensional electronic sports equipment control method and device and electronic equipment

By acquiring real-time audio-visual data from esports games and controlling the output devices in conjunction with multi-dimensional special effects feature vectors, the problem of high response latency in esports devices is solved, thus improving the user experience.

CN121731741APending Publication Date: 2026-03-27HANGZHOU HEIBAIDIAO TECH CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-12-26
Publication Date
2026-03-27

AI Technical Summary

Technical Problem

In existing technologies, the output devices of e-sports equipment rely on script control, resulting in high response latency and affecting user experience.

Method used

By acquiring real-time audio-visual data when the target game starts, obtaining output parameters based on multi-dimensional special effects feature vectors, and controlling the linkage of multi-dimensional output devices, latency is reduced.

Benefits of technology

It reduces the response latency of multi-dimensional output devices and improves the user experience.

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Abstract

The invention discloses a multi-dimensional electronic sports equipment control method and device and electronic equipment, and belongs to the technical field of electronic sports equipment control. The method comprises the steps that under the condition that a target game is started and the target game is matched with a target plug-in, real-time acousto-optic data are acquired based on the target plug-in; obtaining a multi-dimensional special effect feature vector based on the real-time acousto-optic data; under the condition that the real-time acousto-optic data is the data of the key scene of the target game, aiming at the special effect feature vector, acquiring a plurality of output parameters of different dimensions; and based on the output parameters, controlling a multi-dimensional output device to operate so as to realize linkage between the target game and the multi-dimensional output device. The multi-dimensional E-sports equipment control method disclosed by the invention is used for solving the problems that the delay is high and the user experience is influenced due to the fact that the output equipment is controlled by depending on scripts.
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Description

Technical Field

[0001] This application belongs to the field of e-sports equipment control technology, and in particular relates to a multi-dimensional e-sports equipment control method, device and electronic device. Background Technology

[0002] To enhance the user's gaming experience, gaming chairs are typically equipped with output devices such as speakers and ambient lighting to output sound and light effects from the game.

[0003] However, the operation of the output device in the relevant technology depends on a preset script. The script has a long execution cycle, and the output device has a high response delay to the game effects generated in real time, which destroys the user's immersion and affects the user experience. Summary of the Invention

[0004] This application aims to address at least one of the technical problems existing in the prior art. To this end, this application proposes a multi-dimensional e-sports device control method, apparatus, and electronic device to solve the problem of high latency caused by relying on script-based control of output devices, which negatively impacts user experience.

[0005] Firstly, this application provides a multi-dimensional e-sports device control method, including: When the target game is launched and the target game is compatible with the target plugin, real-time audio-visual data is obtained based on the target plugin. Multi-dimensional special effects feature vectors are obtained based on real-time audio-visual data; Given real-time audio-visual data as the data for key game scenes, multiple output parameters of different dimensions are obtained for the special effects feature vector; Based on the output parameters, the operation of the multi-dimensional output device is controlled to achieve linkage between the target game and the multi-dimensional output device.

[0006] According to the multi-dimensional e-sports device control method of this application, when the target game is launched and the target game is compatible with the target plugin, real-time audio-visual data is obtained based on the target plugin; multi-dimensional special effects feature vectors are obtained based on the real-time audio-visual data; when the real-time audio-visual data is data of key scenes of the target game, multiple output parameters of different dimensions are obtained for the special effects feature vectors; based on the output parameters, the operation of the multi-dimensional output device is controlled to realize the linkage between the target game and the multi-dimensional output device, thereby reducing the latency of obtaining the real-time audio-visual data of the target game based on the target plugin, and thus reducing the time of obtaining output parameters of different dimensions, thereby reducing the response latency of the multi-dimensional output device and improving the user experience.

[0007] According to one embodiment of this application, the special effects feature vector includes a scene feature vector; after obtaining a multi-dimensional special effects feature vector based on real-time audio-visual data, the method includes: Based on a pre-set game scene library, and using the game type and scene feature vectors of the target game, it is determined whether the real-time audio-visual data is data of the key scenes of the target game; the game scene library stores multiple game types and key scene tags for each game type.

[0008] According to one embodiment of this application, when the real-time audio-visual data is data from a key scene in a target game, multiple output parameters of different dimensions are obtained for the special effects feature vector, including: Obtain target pattern information; target pattern information includes the first offset value for feature vectors of different effects. Given that the real-time audio-visual data is the data for the key scenes of the target game, for each special effect feature vector, the target weight of the special effect feature vector is obtained based on the first offset value; Based on the target weight of each effect feature vector, output parameters for vibration, sound, and brightness dimensions are obtained.

[0009] According to one embodiment of this application, output parameters for vibration dimension, sound dimension, and brightness dimension are obtained based on the target weight of each effect feature vector, including: Obtain the second offset value for each effect feature vector; Based on the target weight and second offset value of each effect feature vector, the output parameters of vibration dimension, sound dimension and brightness dimension are obtained.

[0010] According to one embodiment of this application, based on output parameters, the operation of a multi-dimensional output device is controlled to achieve linkage between the target game and the multi-dimensional output device, including: For each output device, based on the output device's delay compensation time, output parameters of the corresponding dimension are sent to the output device so that all output devices can run based on the output parameters at the same trigger time.

[0011] According to one embodiment of this application, the method further includes: Obtain the actual execution time of the output device; If the time difference between the actual execution time and the trigger time is greater than the preset time threshold, update the delay compensation time of the output device.

[0012] According to one embodiment of this application, when the target game is launched and the target game is compatible with the target plugin, before obtaining real-time audio-visual data based on the target plugin, the method includes: Determine if the target game is compatible with the target plugin; In cases where the target game is not compatible with the target plugin, real-time audio-visual data is acquired based on the audio acquisition interface and the pixel acquisition interface.

[0013] According to one embodiment of this application, the output device includes a motion-sensing dimension output device, a visual dimension output device, and an auditory dimension output device.

[0014] Secondly, this application provides a multi-dimensional e-sports equipment control device, comprising: The first acquisition module is used to acquire real-time audio-visual data based on the target plugin when the target game is launched and the target game is compatible with the target plugin. The second acquisition module is used to acquire multi-dimensional special effects feature vectors based on real-time audio-visual data; The third acquisition module is used to acquire multiple output parameters of different dimensions based on the special effects feature vector, when the real-time audio-visual data is the data of the key scenes of the target game. The control module is used to control the operation of the multi-dimensional output device based on the output parameters, so as to realize the linkage between the target game and the multi-dimensional output device.

[0015] Thirdly, this application provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that the processor executes the program to implement the multi-dimensional e-sports device control method of the first aspect described above.

[0016] Additional aspects and advantages of this application will be set forth in part in the description which follows, and in part will be obvious from the description, or may be learned by practice of this application. Attached Figure Description

[0017] The above and / or additional aspects and advantages of this application will become apparent and readily understood from the description of the embodiments taken in conjunction with the following drawings, in which: Figure 1 This is a flowchart illustrating the multi-dimensional e-sports equipment control method provided in the embodiments of this application; Figure 2 This is a schematic diagram of the structure of the multi-dimensional e-sports equipment control device provided in the embodiments of this application; Figure 3 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. Detailed Implementation

[0018] The technical solutions of the embodiments of this application will be clearly described below with reference to the accompanying drawings. Obviously, the described embodiments are only some, not all, of the embodiments of this application. All other embodiments obtained by those skilled in the art based on the embodiments of this application are within the scope of protection of this application.

[0019] The terms "first," "second," etc., used in the specification and claims of this application are used to distinguish similar objects and not to describe a specific order or sequence. It should be understood that such use of data can be interchanged where appropriate so that embodiments of this application can be implemented in orders other than those illustrated or described herein, and the objects distinguished by "first," "second," etc., are generally of the same class and the number of objects is not limited; for example, a first object can be one or more. Furthermore, in the specification and claims, "and / or" indicates at least one of the connected objects, and the character " / " generally indicates that the preceding and following objects are in an "or" relationship.

[0020] The multi-dimensional e-sports equipment control method, apparatus, and electronic device provided in this application will be described in detail below with reference to the accompanying drawings and through specific embodiments and application scenarios.

[0021] Among them, the multi-dimensional e-sports device control method can be applied to the terminal, and can be executed by the hardware or software in the terminal.

[0022] The terminal includes, but is not limited to, portable communication devices such as mobile phones or tablets with touch-sensitive surfaces (e.g., touchscreen displays and / or touchpads). It should also be understood that, in some embodiments, the terminal may not be a portable communication device, but rather a desktop computer with touch-sensitive surfaces (e.g., touchscreen displays and / or touchpads).

[0023] The following embodiments describe a terminal including a display and a touch-sensitive surface. However, it should be understood that the terminal may include one or more other physical user interface devices such as a physical keyboard, mouse, and joystick.

[0024] The multi-dimensional e-sports device control method provided in this application embodiment can be executed by an electronic device or a functional module or functional entity in an electronic device that can implement the authentication method. The electronic devices mentioned in this application embodiment include, but are not limited to, mobile phones, tablets, computers, cameras and wearable devices. The multi-dimensional e-sports device control method provided in this application embodiment is described below using an electronic device as the execution subject.

[0025] like Figure 1 As shown, the multi-dimensional e-sports device control method includes steps 110, 120, 130 and 140.

[0026] Step 110: With the target game running and the target game compatible with the target plugin, obtain real-time audio-visual data based on the target plugin.

[0027] In actual implementation, the target game can be any game type. For example, the target game can be a first-person shooter (FPS) game, a multiplayer online battle arena (MOBA) game, a racing game, or any other theoretically feasible game; this application does not impose any specific restrictions on this.

[0028] In some embodiments, if it is determined that the target game is compatible with the target plugin, real-time audio-visual data of the target game can be obtained based on the connection interface between the target plugin domain and the game engine of the target game (such as Unity, Unreal, Source, etc.).

[0029] In actual implementation, real-time audio-visual data includes visual and auditory effects data for the current game scene. For example, visual and auditory effects data for an "explosion" scene.

[0030] Step 120: Obtain multi-dimensional special effects feature vectors based on real-time audio-visual data.

[0031] In some embodiments, real-time audio-visual data can be transformed into multi-dimensional special effects feature vectors based on a special effects feature vector model. These multi-dimensional special effects feature vectors may include frequency feature vectors, intensity feature vectors, duration feature vectors, and scene feature vectors.

[0032] In some embodiments, after obtaining the multi-dimensional special effects feature vector, the multi-dimensional special effects feature vector can be classified based on the random forest algorithm to output the "special effects type" (such as low-frequency explosion, high-frequency gunshot, gradient lighting, etc.).

[0033] Step 130: Given that the real-time audio-visual data is the data of the key scenes in the target game, obtain multiple output parameters of different dimensions for the special effects feature vector.

[0034] In some embodiments, after acquiring real-time audio-visual data, it can be determined whether the real-time audio-visual data is data from a key scene in the target game.

[0035] In some embodiments, when the real-time audio-visual data is data from key scenes in the target game, multiple output parameters of different dimensions can be obtained based on multi-dimensional effect feature vectors. The dimensions of the output parameters correspond to the dimensions of the output device.

[0036] In some embodiments, the offset value set by the user in advance for each dimension effect feature vector can be obtained, the weight of the dimension effect feature vector can be obtained, and the output parameters corresponding to the dimension effect feature vector can be obtained based on the weight.

[0037] Step 140: Based on the output parameters, control the operation of the multi-dimensional output device to achieve linkage between the target game and the multi-dimensional output device.

[0038] In actual implementation, multi-dimensional output devices include haptic output devices, visual output devices, and auditory output devices. Haptic output devices may include miniature vibration motors deployed in the backrest, seat cushion, and armrest areas of the gaming chair; visual output devices may include RGB LED light strips arranged on the outer side of the backrest and the edge of the base of the gaming chair; and auditory output devices may include full-range speakers built into the headrest of the seat.

[0039] In some embodiments, for each dimension output parameter, the operation of the corresponding dimension output device can be controlled based on that dimension output parameter.

[0040] According to the multi-dimensional e-sports device control method of this application embodiment, when the target game is launched and the target game is compatible with the target plugin, real-time audio-visual data is obtained based on the target plugin; multi-dimensional special effects feature vectors are obtained based on the real-time audio-visual data; when the real-time audio-visual data is data of key scenes of the target game, multiple output parameters of different dimensions are obtained for the special effects feature vectors; and the operation of the multi-dimensional output device is controlled based on the output parameters to realize the linkage between the target game and the multi-dimensional output device. This reduces the delay in obtaining the real-time audio-visual data of the target game based on the target plugin, thereby reducing the time to obtain output parameters of different dimensions, reducing the response latency of the multi-dimensional output device, and improving the user experience.

[0041] In some embodiments, the special effects feature vector includes a scene feature vector; after obtaining the multi-dimensional special effects feature vector based on real-time audio-visual data, it can be determined whether the real-time audio-visual data is data of a key scene of the target game based on the game type and scene feature vector of the target game according to a preset game scene library; the game scene library stores multiple game types and key scene tags for each game type.

[0042] In practice, the game scene library stores various game genres and key scene tags for each genre. For example, key scene tags for FPS games include "shooting" and "explosion," key scene tags for MOBA games include "defeat" and "victory," and key scene tags for racing games include "walking" and "driving."

[0043] In some embodiments, after obtaining multi-dimensional special effects feature vectors based on real-time audio-visual data, the key scene tags corresponding to the target game can be searched in the game scene library based on the game type of the target game, and it can be determined whether the scene feature vector matches the key scene tags corresponding to the target game.

[0044] In some embodiments, if the scene feature vector matches the key scene label corresponding to the target game, the real-time audio-visual data is determined to be data of the key scene of the target game; conversely, if the scene feature vector does not match the key scene label corresponding to the target game, the real-time audio-visual data is determined not to be data of the key scene of the target game.

[0045] In some embodiments, real-time audio-visual data is ignored if it is not data for a key scene in the target game.

[0046] According to the multi-dimensional e-sports device control method of this application embodiment, when the target game is launched and the target game is compatible with the target plugin, real-time audio-visual data is obtained based on the target plugin; multi-dimensional special effects feature vectors are obtained based on the real-time audio-visual data; when the real-time audio-visual data is data of key scenes of the target game, multiple output parameters of different dimensions are obtained for the special effects feature vectors; and the operation of the multi-dimensional output device is controlled based on the output parameters to realize the linkage between the target game and the multi-dimensional output device. This reduces the delay in obtaining the real-time audio-visual data of the target game based on the target plugin, thereby reducing the time to obtain output parameters of different dimensions, reducing the response latency of the multi-dimensional output device, and improving the user experience.

[0047] In some embodiments, target mode information is obtained; the target mode information includes a first offset value for different special effects feature vectors; when the real-time audio-visual data is data of the target game's key scene, for each special effects feature vector, the target weight of the special effects feature vector is obtained based on the first offset value; based on the target weight of each special effects feature vector, output parameters of vibration dimension, sound dimension and brightness dimension are obtained.

[0048] In some embodiments, target pattern information sent by the terminal device can be obtained. The terminal device can be a mobile terminal device (e.g., a mobile phone or tablet), or any theoretically feasible device. In some embodiments, a user can select a target mode through a target program on a terminal device. The target program includes several modes, each mode including a first offset value preset for each effect feature vector.

[0049] In some embodiments, when the real-time audio-visual data is data for key scenes in the target game, for each effect feature vector, the target weight of the effect feature vector can be obtained based on the first offset value corresponding to the effect feature vector in the target mode information. For example, when the target mode is "professional competition", the first offset value for the vibration and sound dimensions in the target mode information decreases; when the target mode is "leisure and entertainment", the first offset value for the vibration and lighting dimensions in the target mode information increases; when the target mode is "movie viewing mode", the first offset value for the vibration dimension in the target mode information decreases to 0.

[0050] In some embodiments, output parameters for vibration dimension, sound dimension, and brightness dimension can be obtained based on the target weights of effect feature vectors such as frequency feature vector, intensity feature vector, duration feature vector, and scene feature vector.

[0051] According to the multi-dimensional e-sports device control method of this application embodiment, when the target game is launched and the target game is compatible with the target plugin, real-time audio-visual data is obtained based on the target plugin; multi-dimensional special effects feature vectors are obtained based on the real-time audio-visual data; when the real-time audio-visual data is data of key scenes in the target game, for each special effects feature vector, a target weight is obtained based on a first offset value set by the user; output parameters of vibration dimension, sound dimension and brightness dimension are obtained based on the target weight of each special effects feature vector; and the operation of the multi-dimensional output device is controlled based on the output parameters to achieve adjustment of the output parameters of vibration dimension, sound dimension and brightness dimension according to user preferences, thereby improving the user experience.

[0052] In some embodiments, a second offset value is obtained for each effect feature vector; based on the target weight and the second offset value of each effect feature vector, output parameters for vibration dimension, sound dimension and brightness dimension are obtained.

[0053] In some embodiments, a second offset value for each effect feature vector sent by the terminal device can be obtained. The second offset value represents the user's personalized preference for each dimension.

[0054] In some embodiments, base values ​​for output parameters across multiple dimensions can be obtained based on a pre-defined special effects parameter mapping table. Based on the target weights of the special effects feature vectors for each dimension, a first adjustment is made to the base values ​​of the output parameters for each dimension. For example, if the sound dimension weight is 0.6 and the lighting dimension weight is 0.4, then the base values ​​of the vibration and sound dimension output parameters are increased, while the base value of the brightness dimension output parameter is decreased. Based on a second offset value for each dimension, a second adjustment is made to the base values ​​of the output parameters for each dimension, resulting in the output parameters for the vibration, sound, and brightness dimensions. For example, the base values ​​of the vibration and sound dimension output parameters are decreased by 10%, while the base value of the brightness dimension output parameter is increased by 10%.

[0055] In some embodiments, the first offset value for the sound dimension may include a preset sound effect mixing ratio. For auditory dimension output devices, game sound effects and user voice can be mixed based on the preset sound effect mixing ratio to ensure that game sound effects dominate while teammates' voices are not missed.

[0056] According to the multi-dimensional e-sports device control method of this application embodiment, when the target game is launched and the target game is compatible with the target plugin, real-time audio-visual data is obtained based on the target plugin; multi-dimensional special effects feature vectors are obtained based on the real-time audio-visual data; when the real-time audio-visual data is data of key scenes in the target game, for each special effects feature vector, a target weight of the special effects feature vector is obtained based on a first offset value set by the user; a second offset value is obtained for each special effects feature vector; output parameters of vibration dimension, sound dimension and brightness dimension are obtained based on the target weight and second offset value of each special effects feature vector; and the operation of the multi-dimensional output device is controlled based on the output parameters to achieve adjustment of the output parameters of vibration dimension, sound dimension and brightness dimension according to user preferences, thereby improving the user experience.

[0057] In some embodiments, for each output device, output parameters of the corresponding dimension are sent to the output device based on the output device's delay compensation time, so that all output devices run based on the output parameters at the same trigger time.

[0058] In actual execution, the delay compensation time of each output device represents the time difference between the receiving of the output parameter and the response of the output device.

[0059] In some embodiments, the priority of sending output parameters of the corresponding dimension to different output devices can be determined based on the delay compensation time of different output devices, and the output parameters of the corresponding dimension can be sent to each dimension output device based on the priority.

[0060] According to the multi-dimensional e-sports device control method of this application embodiment, when the target game is launched and the target game is compatible with the target plugin, real-time audio-visual data is obtained based on the target plugin; multi-dimensional special effects feature vectors are obtained based on the real-time audio-visual data; when the real-time audio-visual data is data of key scenes in the target game, multiple output parameters of different dimensions are obtained for the special effects feature vectors; for each output device, the corresponding dimension output parameters are sent to the output device based on the delay compensation time of the output device, so that all output devices run based on the output parameters at the same trigger time, so that output devices of different dimensions run based on the output parameters at the same trigger time, avoiding running delay between output devices of different dimensions and improving user experience.

[0061] In some embodiments, the actual execution time of the output device is obtained; if the time difference between the actual execution time and the trigger time is greater than a preset time threshold, the delay compensation time of the output device is updated.

[0062] In some embodiments, for each output device, a detection device may be deployed around the output device to obtain the actual execution time of the output device.

[0063] In some embodiments, the trigger time is the theoretical response time of the output device after receiving the output parameters.

[0064] In some embodiments, if the time difference between the actual execution time and the trigger time is greater than a preset time threshold, the delay compensation time of the output device can be increased so that the output parameters of the output device can be sent to the output device in advance next time.

[0065] In some embodiments, a current sensor can be deployed for the output device in the haptic dimension to monitor the load in real time. If the load is abnormal (such as a foreign object stuck), the vibration state can be adjusted immediately to avoid hardware damage.

[0066] In some embodiments, pressure sensors can be deployed for the output devices in the haptic dimension, and the output parameters of the auditory and visual dimension output devices can be dynamically adjusted based on the collected pressure data.

[0067] According to the multi-dimensional e-sports device control method of this application embodiment, when the target game is launched and the target game is compatible with the target plugin, real-time audio-visual data is obtained based on the target plugin; multi-dimensional special effects feature vectors are obtained based on the real-time audio-visual data; when the real-time audio-visual data is data of key scenes in the target game, multiple output parameters of different dimensions are obtained for the special effects feature vectors; for each output device, the corresponding dimension output parameters are sent to the output device based on the delay compensation time of the output device, so that all output devices run based on the output parameters at the same trigger time, so that output devices of different dimensions run based on the output parameters at the same trigger time, avoiding running delay between output devices of different dimensions and improving user experience.

[0068] In some embodiments, if the target game is launched and the target game is compatible with the target plugin, before acquiring real-time audio-visual data based on the target plugin, it is determined whether the target game is compatible with the target plugin; if the target game is not compatible with the target plugin, real-time audio-visual data is acquired based on the audio acquisition interface and the pixel acquisition interface.

[0069] In some embodiments, if the target game is not compatible with the target plugin, real-time audio data of the target game is collected through an audio acquisition interface deployed on the PC, and light data is collected through a pixel acquisition interface as a backup real-time audio and light data acquisition method.

[0070] In some embodiments, the output device includes a motion-sensing output device, a visual output device, and an auditory output device.

[0071] This application also provides a multi-dimensional e-sports equipment control device.

[0072] like Figure 2 As shown, the multi-dimensional e-sports equipment control device 200 includes: a first acquisition module 210, a second acquisition module 220, a third acquisition module 230, and a control module 240; The first acquisition module 210 is used to acquire real-time audio-visual data based on the target plugin when the target game is launched and the target game is compatible with the target plugin. The second acquisition module 220 is used to acquire special effect feature vectors based on real-time audio-visual data; The third acquisition module 230 is used to acquire multiple output parameters of different dimensions based on the special effects feature vector, when the real-time sound and light data is the data of the key scene of the target game. The control module 240 is used to control the operation of the multi-dimensional output device based on the output parameters, so as to realize the linkage between the target game and the multi-dimensional output device.

[0073] According to the authentication method of this application embodiment, when the real-time distance of the target meets the distance standard, the target object is a human hand, and the target object meets the feature acquisition standard, the main controller sends a first acquisition command to the first image acquisition unit and a second acquisition command to the second image acquisition unit. Based on the first acquisition command, the first image acquisition unit activates the first supplementary lighting component to supplement the target object, acquires palmprint feature images and palm shape feature images based on the first image acquisition device, and sends the palmprint feature images and palm shape feature images to the main controller. Based on the second acquisition command, the second image acquisition unit activates the second supplementary lighting component to supplement the target object, acquires vein feature images based on the second image acquisition device, and sends the vein feature images to the main controller. The main controller performs authentication based on the palmprint feature images, palm shape feature images, and vein feature images. By supplementing the target object with the first and second supplementary lighting components respectively, the quality of the acquired palmprint feature images, palm shape feature images, and vein feature images is improved. This allows the identity recognition device to acquire high-quality feature images without a complex optical path system and a large imaging distance, thereby reducing the size and cost of the identity recognition device.

[0074] In some embodiments, the special effects feature vector includes a scene feature vector; the multi-dimensional e-sports equipment control device 200 includes: The first determining module is used to determine whether the real-time audio-visual data is data of a key scene of the target game based on the game type and scene feature vector of the target game, according to a preset game scene library; the game scene library stores multiple game types and key scene tags for each game type.

[0075] In some embodiments, the third acquisition module 230 includes: The first acquisition unit is used to acquire target pattern information; the target pattern information includes the first offset value for the feature vectors of different special effects. The second acquisition unit is used to acquire the target weight of the special effect feature vector based on the first offset value for each special effect feature vector when the real-time sound and light data is the data of the target game key scene. The third acquisition unit is used to acquire output parameters of vibration dimension, sound dimension and brightness dimension based on the target weight of each effect feature vector.

[0076] In some embodiments, the third acquisition unit is used for: Obtain the second offset value for each effect feature vector; Based on the target weight and second offset value of each effect feature vector, the output parameters of vibration dimension, sound dimension and brightness dimension are obtained.

[0077] In some embodiments, the control module 240 is used to: For each output device, based on the output device's delay compensation time, output parameters of the corresponding dimension are sent to the output device so that all output devices can run based on the output parameters at the same trigger time.

[0078] In some embodiments, the multi-dimensional e-sports equipment control device 200 further includes: The fourth acquisition module is used to acquire the actual execution time of the output device; The update module is used to update the delay compensation time of the output device when the time difference between the actual execution time and the trigger time is greater than a preset time threshold.

[0079] In some embodiments, the multi-dimensional e-sports equipment control device 200 further includes: The second determination module is used to determine whether the target game is compatible with the target plugin; The fifth acquisition module is used to acquire real-time audio-visual data based on the audio acquisition interface and pixel acquisition interface when the target game is not compatible with the target plugin.

[0080] In some embodiments, the output device includes a motion-sensing output device, a visual output device, and an auditory output device.

[0081] The multi-dimensional e-sports equipment control device in this application embodiment can be an electronic device or a component of an electronic device, such as an integrated circuit or a chip. The electronic device can be a terminal or other devices besides a terminal. For example, the electronic device can be a mobile phone, tablet computer, laptop computer, handheld computer, in-vehicle electronic device, mobile internet device (MID), augmented reality (AR) / virtual reality (VR) device, robot, wearable device, ultra-mobile personal computer (UMPC), netbook or personal digital assistant (PDA), etc. It can also be a server, network attached storage (NAS), personal computer (PC), television (TV), ATM or self-service machine, etc. The embodiments of this application do not specifically limit it.

[0082] The multi-dimensional e-sports equipment control device in this application embodiment can be a device with an operating system. This operating system can be a Microsoft (Windows) operating system, an Android operating system, an iOS operating system, or other possible operating systems; this application embodiment does not specifically limit it.

[0083] The multi-dimensional e-sports equipment control device provided in this application embodiment can achieve... Figure 1 The various processes implemented in the method implementation examples will not be described again here to avoid repetition.

[0084] In some embodiments, such as Figure 3 As shown, this application embodiment also provides an electronic device 300, including a processor 301, a memory 302, and a computer program stored in the memory 302 and executable on the processor 301. When the program is executed by the processor 301, it implements the various processes of the above-described multi-dimensional e-sports device control method embodiment and can achieve the same technical effect. To avoid repetition, it will not be described again here.

[0085] It should be noted that the computer equipment in this application embodiment includes the mobile electronic equipment and non-mobile electronic equipment described above.

[0086] This application also provides a non-transitory computer-readable storage medium storing a computer program. When the computer program is executed by a processor, it implements the various processes of the above-described multi-dimensional e-sports device control method embodiments and achieves the same technical effect. To avoid repetition, it will not be described again here.

[0087] The processor is the processor in the electronic device described in the above embodiments. The readable storage medium includes computer-readable storage media, such as computer read-only memory (ROM), random access memory (RAM), magnetic disk, or optical disk.

[0088] This application also provides a computer program product, including a computer program that, when executed by a processor, implements the above-described multi-dimensional e-sports device control method.

[0089] The processor is the processor in the electronic device described in the above embodiments. The readable storage medium includes computer-readable storage media, such as computer read-only memory (ROM), random access memory (RAM), magnetic disk, or optical disk.

[0090] This application embodiment also provides a chip, which includes a processor and a communication interface. The communication interface is coupled to the processor. The processor is used to run programs or instructions to implement the various processes of the above-described multi-dimensional e-sports device control method embodiment and can achieve the same technical effect. To avoid repetition, it will not be described again here.

[0091] It should be understood that the chip mentioned in the embodiments of this application may also be referred to as a system-on-a-chip, system chip, chip system, or system-on-a-chip, etc.

[0092] It should be noted that, in this document, 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 that element. Furthermore, it should be noted that the scope of the methods and apparatuses in the embodiments of this application is not limited to performing functions in the order shown or discussed, but may also include performing functions substantially simultaneously or in the reverse order, depending on the functions involved. For example, the described methods may be performed in a different order than described, and various steps may be added, omitted, or combined. Additionally, features described with reference to certain examples may be combined in other examples.

[0093] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods of the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, can be embodied in the form of a computer software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk) and includes several instructions to cause a terminal (which may be a mobile phone, computer, server, or network device, etc.) to execute the methods described in the various embodiments of this application.

[0094] The embodiments of this application have been described above with reference to the accompanying drawings. However, this application is not limited to the specific embodiments described above. The specific embodiments described above are merely illustrative and not restrictive. Those skilled in the art can make many other forms under the guidance of this application without departing from the spirit and scope of the claims, and all of these forms are within the protection scope of this application.

[0095] In the description of this specification, the references to terms such as "one embodiment," "some embodiments," "illustrative embodiment," "example," "specific example," or "some examples," etc., indicate that a specific feature, structure, material, or characteristic described in connection with that embodiment or example is included in at least one embodiment or example of this application. In this specification, the illustrative expressions of the above terms do not necessarily refer to the same embodiment or example. Furthermore, the specific features, structures, materials, or characteristics described may be combined in any suitable manner in one or more embodiments or examples.

[0096] Although embodiments of this application have been shown and described, those skilled in the art will understand that various changes, modifications, substitutions and alterations can be made to these embodiments without departing from the principles and spirit of this application, the scope of which is defined by the claims and their equivalents.

Claims

1. A multi-dimensional e-sports equipment control method, characterized in that, include: When the target game is launched and the target game is compatible with the target plugin, real-time audio-visual data is obtained based on the target plugin. Based on the real-time audio-visual data, obtain multi-dimensional special effects feature vectors; When the real-time audio-visual data is the data of the key scene of the target game, multiple output parameters of different dimensions are obtained for the special effects feature vector; Based on the output parameters, the operation of the multi-dimensional output device is controlled to achieve linkage between the target game and the multi-dimensional output device.

2. The multi-dimensional e-sports equipment control method according to claim 1, characterized in that, The special effects feature vector includes the scene feature vector; After obtaining the multi-dimensional special effects feature vector based on the real-time audio-visual data, the method includes: Based on a preset game scene library, and using the game type and scene feature vector of the target game, it is determined whether the real-time audio-visual data is data of a key scene of the target game; The game scene library stores multiple game types and key scene tags for each game type.

3. The multi-dimensional e-sports equipment control method according to claim 1, characterized in that, When the real-time audio-visual data is data from the key scene of the target game, multiple output parameters of different dimensions are obtained for the special effects feature vector, including: Obtain target pattern information; the target pattern information includes a first offset value for different effect feature vectors; When the real-time audio-visual data is the data of the target game's key scene, for each of the special effects feature vectors, the target weight of the special effects feature vector is obtained based on the first offset value; Based on the target weight of each of the aforementioned special effect feature vectors, output parameters for vibration dimension, sound dimension, and brightness dimension are obtained.

4. The multi-dimensional e-sports equipment control method according to claim 1, characterized in that, Based on the target weights of each of the aforementioned special effect feature vectors, output parameters for vibration, sound, and brightness dimensions are obtained, including: Obtain the second offset value for each of the aforementioned effect feature vectors; Based on the target weight and the second offset value of each of the special effect feature vectors, output parameters for vibration dimension, sound dimension and brightness dimension are obtained.

5. The multi-dimensional e-sports equipment control method according to claim 1, characterized in that, Based on the output parameters, the operation of the multi-dimensional output device is controlled to achieve linkage between the target game and the multi-dimensional output device, including: For each output device, based on the delay compensation time of the output device, output parameters of the corresponding dimension are sent to the output device so that all output devices run based on the output parameters at the same trigger time.

6. The multi-dimensional e-sports equipment control method according to claim 5, characterized in that, The method further includes: Obtain the actual execution time of the output device; If the time difference between the actual execution time and the trigger time is greater than a preset time threshold, the delay compensation time of the output device is updated.

7. The multi-dimensional e-sports equipment control method according to claim 1, characterized in that, When the target game is launched and the target game is compatible with the target plugin, before acquiring real-time audio-visual data based on the target plugin, the method includes: Determine if the target game is compatible with the target plugin; If the target game is not compatible with the target plugin, real-time audio-visual data is acquired based on the audio acquisition interface and the pixel acquisition interface.

8. The multi-dimensional e-sports equipment control method according to any one of claims 1-7, characterized in that, The output devices include haptic dimension output devices, visual dimension output devices, and auditory dimension output devices.

9. A multi-dimensional e-sports equipment control device, characterized in that, include: The first acquisition module is used to acquire real-time audio-visual data based on the target plugin when the target game is launched and the target game is compatible with the target plugin. The second acquisition module is used to acquire multi-dimensional special effects feature vectors based on the real-time audio-visual data; The third acquisition module is used to acquire multiple output parameters of different dimensions for the special effects feature vector when the real-time audio-visual data is the data of the key scene of the target game. The control module is used to control the operation of the multi-dimensional output device based on the output parameters, so as to realize the linkage between the target game and the multi-dimensional output device.

10. An electronic device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that, When the processor executes the program, it implements the multi-dimensional e-sports device control method as described in any one of claims 1-8.