Interaction method and device, storage medium and electronic equipment
By acquiring users' motion video data for quality evaluation and generating interactive results, the problem of low user engagement in existing technologies is solved, and the experience and accuracy of game interaction are improved.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-12-03
- Publication Date
- 2026-04-03
AI Technical Summary
In existing technologies, the method of users interacting with games by inputting text comments results in low participation, fails to accurately reflect the user's true participation status, and affects the game interaction experience.
By acquiring video data of users moving according to the target actions in the target interactive task, the motion quality is evaluated, motion quality data is generated, and the data is sent to the server to generate the interaction result.
It enhances the user's interactive experience, accurately reflects the user's actual participation, and improves the accuracy and fun of game interaction.
Smart Images

Figure CN121775439A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of data processing technology, and in particular to an interactive method, apparatus, storage medium and electronic device. Background Technology
[0002] Currently, game interaction between different users mainly involves users entering text in the bullet screen input box. The client sends the text bullet screen to the server, the server counts the bullet screen according to preset rules, and then updates the game status based on the count results. The server then streams the updated game screen to all viewer clients.
[0003] However, this interaction method, which only allows users to input bullet comments based on text, results in low user engagement. Furthermore, the game status can only be updated by counting bullet comments, which fails to accurately reflect the true user's participation in the game and negatively impacts the user's gaming experience. Summary of the Invention
[0004] In view of this, this application provides an interaction method, device, storage medium, and electronic device, the main purpose of which is to improve the technical problems of the existing technology, which can only input bullet screen messages based on text, resulting in low user participation, and can only update the game status by counting bullet screen messages, thus failing to accurately reflect the real user's participation status in the game and affecting the user's game interaction experience.
[0005] Firstly, this application provides an interaction method, including: In response to a target interaction task, acquire video data of the user moving according to the target action in the target interaction task; Based on the video data, motion quality is evaluated to obtain the motion quality data corresponding to the user. The video data and motion quality data are sent to the server, and the video data and motion quality data are used by the server to generate the user's interaction results.
[0006] Secondly, this application provides an interaction method, including: Receive video data from multiple users and motion quality data corresponding to the video data, wherein the video data is video data of the multiple users moving according to the target action in the target interactive task; Based on the video data and the motion quality data, contribution data and reward data of the multiple users in completing the target action are generated; The contribution data and the reward data are sent to the multiple users as the interaction results of the multiple users.
[0007] Thirdly, this application provides an interactive device, comprising: The acquisition module is configured to acquire video data of the user moving according to the target action in the target interaction task in response to the target interaction task. The evaluation module is configured to evaluate motion quality based on the video data to obtain motion quality data corresponding to the user. The sending module is configured to send the video data and the motion quality data to the server, the video data and the motion quality data being used by the server to generate the user's interaction results.
[0008] Fourthly, this application provides an interactive device, comprising: The receiving module is configured to receive video data from multiple users and motion quality data corresponding to the video data, wherein the video data is video data of the multiple users moving according to the target action in the target interactive task; The generation module is configured to generate contribution data and reward data for the multiple users to complete the target action based on the video data and the motion quality data; The sending module is also configured to send the contribution data and the reward data as the interaction results of the multiple users to the multiple users.
[0009] Fifthly, this application provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the interaction method described in the first or second aspect.
[0010] In a sixth aspect, this application provides an electronic device, including a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, wherein the processor executes the computer program to implement the interaction method described in the first or second aspect.
[0011] Fifthly, this application provides a computer program product, which includes a computer program that, when executed by a processor, implements the interaction method described in the first aspect.
[0012] By employing the above technical solutions, this application provides an interactive method, device, storage medium, and electronic device. Compared with existing technologies, this application, in response to a target interactive task, acquires video data of a user moving according to a target action in the target interactive task; evaluates the motion quality based on the video data to obtain corresponding motion quality data for the user; and sends the video data and motion quality data to a server, whereby the video data and motion quality data are used by the server to generate the user's interactive results. This application enables users to participate in game interactions based on target actions, enhancing the user's interactive experience. Furthermore, obtaining the user's game interaction results based on the quality evaluation data allows the game interaction results to accurately reflect the user's actual participation, improving the accuracy of determining the user's participation status and enhancing the user's game interaction experience. Attached Figure Description
[0013] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this application and, together with the description, serve to explain the principles of this application.
[0014] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, for those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0015] Figure 1 A flowchart illustrating an interaction method provided in an embodiment of this application is shown; Figure 2 A schematic diagram illustrating an example provided in an embodiment of this application is shown; Figure 3 A flowchart illustrating an interaction method provided in an embodiment of this application is shown; Figure 4 A schematic diagram illustrating an example provided in an embodiment of this application is shown; Figure 5 A schematic diagram illustrating an example provided in an embodiment of this application is shown; Figure 6 A schematic diagram illustrating an example provided in an embodiment of this application is shown; Figure 7 This illustration shows a structural schematic diagram of an interactive device provided in an embodiment of this application; Figure 8 This illustration shows a structural schematic diagram of an interactive device provided in an embodiment of this application; Figure 9 A schematic diagram of the structure of an electronic device provided in an embodiment of this application is shown. Detailed Implementation
[0016] The embodiments of this application will now be described in more detail with reference to the accompanying drawings. It should be noted that, unless otherwise specified, the embodiments and features described herein can be combined with each other.
[0017] To address the technical issues of existing technologies that rely solely on text-based input for bullet comments, resulting in low user engagement and failing to accurately reflect the user's true participation status by simply counting bullet comments, thus negatively impacting the user's gaming experience, this embodiment provides an interaction method, such as... Figure 1 As shown, the method includes: Step 101: In response to the target interaction task, acquire video data of the user moving according to the target action in the target interaction task.
[0018] It should be noted that the executing entity in this application embodiment can be a client, which may include, but is not limited to, mobile phones, tablets, IoT devices, etc.; in this application embodiment, the target interactive task can be an interactive task sent by the server to the client.
[0019] In some examples, if the interactive task sent by the server to client 1 is task 1, then task 1 can be the target interactive task of client 1; if the interactive task sent by the server to client 2 is task 2, then task 2 can be the target interactive task of client 2, and so on. Examples will not be given here.
[0020] In this embodiment, the target action can be the action that the user needs to complete in the target task; for example, if the interactive task sent by the server to the client 1 is task 1, and the action that the user needs to complete in task 1 is action 1, then action 1 can be the target action that the user corresponding to the client 1 needs to complete.
[0021] As an alternative approach, if action 1 is the target action that the user corresponding to client 1 needs to complete, then the video data obtained in this embodiment can be the video data corresponding to the user 1 in the process of completing the target action; if action 2 is the target action that the user corresponding to client 1 needs to complete, then the video data obtained in this embodiment can be the video data corresponding to the user 1 in the process of completing the target action, and so on, without further examples here.
[0022] For example, such as Figure 2As shown, this can be a schematic diagram of the client's specific process. The client can capture a video stream containing the user at a stable frame rate (e.g., 30fps) by calling the client's camera, thereby obtaining the user's video data. Specifically, when it is necessary to obtain the user's video data, camera permission can be requested, and an appropriate resolution (e.g., 720p) can be selected according to the device performance to achieve a balance between clarity and performance. Basic preprocessing can also be performed, such as horizontal image flipping (mirror mode, convenient for users to imitate), etc., which are not specifically limited here.
[0023] Optionally, before performing "in response to the target interactive task, acquire video data of the user moving according to the target action in the target interactive task", the following methods may be used, but not limited to: receiving the target interactive task; generating a display screen of the target interactive task based on the interactive elements and the demonstration screen of the target action in the target interactive task, the display screen being used for the user to move according to the target action.
[0024] In some examples, the client can receive a target interactive task sent by the server. After receiving the target interactive task, the client can be responsible for displaying the interactive task interface to the user. For example, when the interaction begins, the client can receive task data from the application server and render UI elements such as demonstration animations or videos of standard actions, game objectives (such as energy bars), and countdowns on the screen (i.e., the interactive elements and demonstration screen of the target actions in the embodiments of this application).
[0025] For example, the demo animation can be a looping skeletal animation or a sequence of frames to ensure that the user can clearly understand the action that needs to be performed; correspondingly, UI elements (such as energy bars) will be kept in real-time synchronized with the application server through long-lived connection technologies such as WebSocket.
[0026] Step 102: Evaluate motion quality based on video data to obtain the user's corresponding motion quality data.
[0027] Optionally, when performing "motion quality evaluation based on video data to obtain motion quality data corresponding to the user", the following methods can be used, but are not limited to these: identifying the user's key point data in the video data; dividing the video data into multiple sets of motion sequence images based on the key point data; and matching the multiple sets of motion sequences with motion templates respectively to obtain motion quality data.
[0028] In this application embodiment, the key point data can be human skeletal key point data. Specifically, the key point data can include, but is not limited to, the position data of the nose, eyes, ears, shoulders, elbows, hands, midpoint of the hip, knees, and feet.
[0029] For example, identifying user keypoint data in video data can specifically involve real-time human pose recognition on preprocessed video frames. Specifically, this can be achieved by integrating a lightweight pose recognition model, such as Google's MediaPipePose, to identify human keypoints. This model can detect the 2D (x, y) or 3D (x, y, z) coordinates of 33 keypoints on the human body in real time, as well as the visibility score for each point. The output of this module is a series of continuous, timestamped skeletal keypoint data frames.
[0030] In some examples, after determining key point data based on video data, the video data can be segmented. Specifically, a state machine-based implementation can be adopted. By detecting whether the user enters a predefined "starting posture" and "ending posture", the start recording and end evaluation of the action sequence are triggered. By judging the start and end of a complete action of the user, the continuous posture data stream is segmented into discrete, evaluable action sequences (i.e., multiple sets of action sequence images in the embodiments of this application).
[0031] For example, the action template can be a standard action template sent by the server; in this embodiment, the segmented user action sequence (U) can be compared with the standard action template (T) obtained from the server to calculate the final action quality score S. final .
[0032] For example, if action 1 is the target action that the user corresponding to client 1 needs to complete, then the video data obtained in this application embodiment can be the video data 1 corresponding to the process of user 1 completing the target action; then the key point data of user 1 in the video data can be identified; the video data 1 is divided into multiple action sequence images 1 according to the key point data; the multiple action sequences 1 are matched with the action template of action 1 respectively to obtain the motion quality data 1 corresponding to user 1.
[0033] For example, if action 2 is the target action that the user corresponding to client 2 needs to complete, then the video data obtained in this application embodiment can be the video data 2 corresponding to the process of user 2 completing the target action; then the key point data of user 2 in the video data can be identified; the video data 2 is divided into multiple sets of action sequence images 2 according to the key point data; the multiple sets of action sequences 2 are matched with the action template of action 2 respectively to obtain the motion quality data 2 corresponding to user 2.
[0034] Optionally, when performing the action of "matching multiple sets of action sequences with action templates to obtain motion quality data", the following methods can be used, but are not limited to these: matching multiple sets of action sequences with action templates to obtain spatial standardness data and rhythmic synchronization data corresponding to the multiple sets of action sequences; and obtaining motion quality data based on the spatial standardness data and rhythmic synchronization data.
[0035] In this embodiment of the application, the spatial standardization data can be data for users to evaluate the degree of geometric deviation between the user's various action sequences and the standard template in terms of spatial posture. For example, if action 1 is the target action that the user corresponding to client 1 needs to complete, and the video data corresponding to the process of user 1 completing action 1 is video data 1, then after dividing the video data 1 into multiple action sequences 1, the degree of geometric deviation between user 1 and the standard template in terms of spatial posture can be determined based on the multiple action sequences 1, and the spatial standardization data 1 corresponding to user 1 can be obtained.
[0036] As an alternative approach, if action 2 is the target action that the user corresponding to client 2 needs to complete, and the video data corresponding to the user 2 in the process of completing action 2 is video data 2, then after dividing video data 2 into multiple action sequences 2, the data on the degree of geometric deviation between user 2 and the standard template in spatial pose can be determined based on multiple action sequences 2, and the spatial standard data 2 corresponding to user 2 can be obtained, and so on. No further examples will be given here.
[0037] In this embodiment, the rhythm synchronization data can be data used to evaluate the consistency of multiple sets of user actions in time phase, that is, data used to evaluate whether the user performs the same action in the same beat. For example, if action 1 is the target action that the user corresponding to client 1 needs to complete, and the video data corresponding to the process of user 1 completing action 1 is video data 1, then after dividing the video data 1 into multiple action sequences 1, the consistency of multiple sets of user 1 actions in time phase can be determined based on the multiple action sequences 1, and the rhythm synchronization data 1 corresponding to user 1 can be obtained.
[0038] As an optional approach, if action 2 is the target action that the user corresponding to client 2 needs to complete, and the video data corresponding to the user 2 in the process of completing action 2 is video data 2, then after dividing video data 2 into multiple action sequences 2, the consistency of the multiple action sequences of user 2 in time phase can be determined based on the multiple action sequences 2, and the rhythm synchronization data 2 corresponding to user 2 can be obtained, and so on. No further examples will be given here.
[0039] For example, in this embodiment of the application, the standard action template T can be represented by Formula 1, which is shown below: T = {P1, P2, ..., P}n (Formula 1) In Formula 1, P i This is the normalized coordinate vector of the k keypoints of the standard action in the i-th frame.
[0040] In some examples, the user's real-time action sequence U can be represented by Formula 2, which is shown below: U = {q1, q2, ..., q} n (Formula 2) In Formula 2, q j This is the real-time coordinate vector of the user at k key points in frame j.
[0041] As an alternative method, the data packet P reported by the client can be determined using Formula 3. client Formula 3 is shown below: P client =U serld S final T imestamp (Formula 3) In Formula 3, S final The final action quality score calculated for the client.
[0042] As an alternative approach, to eliminate differences caused by user body size and distance, the user's real-time action sequence U needs to be normalized. Specifically, the coordinates of all key points can be transformed based on the midpoint between the two hip joints as the origin and the distance between the two shoulder joints as the unit length 1, to obtain the normalized sequence U′.
[0043] For example, spatial standardization score S is calculated. spatial Specifically, the Dynamic Time Warping (DTW) algorithm can be used to calculate the distance DDTW(U′, T) between the normalized user sequence U′ and the standard template T. The recursive relationship of DTW can be expressed by Equation 4, which is shown below: (Formula 4) In Formula 4, Let D(m, n) be the Euclidean distance between two vectors. The final DTW distance can be mapped to a fraction using Formula 5, which is shown below: (Formula 5) In Formula 5, D thresh This indicates the preset acceptable maximum distance.
[0044] For example, a rhythm synchronization score S is calculated. rhvthm The calculation can be performed by setting the set of standard beat time points issued by the server as B = {b1, b2, ..., bb}.n The set of keyframe time points of user actions detected by the client can be represented as K = {k1……K}. l Then, the average beat deviation Δt is calculated using Formula 6. avg Formula 6 is shown below: (Formula 6) Furthermore, it can be mapped to a fraction represented by Formula 7, which is shown below: (Formula 7) In Formula 7, T tolerance This indicates the preset maximum acceptable time deviation.
[0045] For example, the final mass fraction S can be synthesized using Formula 8. final Formula 8 is shown below: (Formula 8) In Formula 8, W s and W r W represents the weights of space and rhythm, respectively. s +W r =1.
[0046] Step 103: Send video data and motion quality data to the server.
[0047] Among them, video data and motion quality data are used by the server to generate user interaction results.
[0048] In this embodiment, the calculated final score and necessary supplementary information can be packaged and sent to the application server over the network. The data packet can be represented by Formula 9, serialized in JSON format, and reported via a WebSocket long connection. Formula 9 is shown below: (Formula Nine) Compared with existing technologies, this embodiment, in response to a target interaction task, acquires video data of the user moving according to the target action in the target interaction task; evaluates the motion quality based on the video data to obtain the user's corresponding motion quality data; and sends the video data and motion quality data to the server, which are used by the server to generate the user's interaction result. This embodiment enables users to participate in game interaction based on target actions, improving the user's interactive experience. Furthermore, obtaining the user's game interaction result based on the quality evaluation data allows the game interaction result to accurately reflect the user's actual participation, improving the accuracy of determining the user's participation status and enhancing the user's game interaction experience.
[0049] To illustrate the server-side processing procedure, this embodiment provides an interaction method, such as... Figure 3 As shown, the method includes: Step 201: Receive video data and corresponding motion quality data from multiple users.
[0050] Among them, video data consists of video data of multiple users moving according to the target actions in the target interactive task.
[0051] It should be noted that the execution entity in this application embodiment can be a server, specifically a cloud server, etc.; in this application embodiment, the server can receive video data and motion quality data sent by the client.
[0052] For example, if action 1 is the target action that the user corresponding to client 1 needs to complete, and the video data corresponding to the process of user 1 completing action 1 is video data 1, then the server can receive video data 1 sent by the client and motion quality data 1 of user 1 determined based on video data 1.
[0053] As an alternative approach, if action 2 is the target action that the user corresponding to client 2 needs to complete, and the video data corresponding to user 2 in the process of completing action 2 is video data 2, then the server can receive video data 2 sent by the client and motion quality data 2 of user 2 determined based on video data 2, and so on. Examples will not be given here.
[0054] Step 202: Based on video data and motion quality data, generate contribution data and reward data for multiple users to complete the target action.
[0055] For example, such as Figure 4 As shown, this can be a flowchart of the server-side processing. The server can use the task management and distribution module to allow operators or broadcasters to create and manage interactive tasks and broadcast them to clients. Specifically, it can provide a web management backend that allows the creation of action templates, the setting of game rules, and the control of the start and end of tasks.
[0056] As an alternative approach, the server can also use a real-time data access and processing module to receive and process all P data reported by clients concurrently. client Specifically, data packets can be processed using an access layer + message queue architecture. The access layer (such as Netty) receives data and quickly writes it to a message queue (such as Kafka), which is then consumed and processed in parallel by multiple backend computing nodes, ensuring system stability and scalability.
[0057] As an optional approach, the server can also use a data aggregation and collaborative computing module to aggregate all data within a unit time window (ΔT) and calculate the total contribution value of each faction, including the base contribution value and the collaborative reward value. Specifically, this can be calculated using formula C = Team Base Contribution Value. base For a given faction, its base contribution value is calculated as the quality score S of all members of that faction within that window. final The sum, as shown in Formula 10, is as follows: (Formula 10) For example, the collaborative reward value B can be determined using Formula 11. symerg Among them, the collaborative reward value Bsymerg can be used to reward collective synchronization behavior. Specifically, it can be based on a high-score threshold Sthresh and a collaborative time window. t (e.g., 0.2 seconds), the minimum number of users N required to trigger the reward. thresh (For example, it can be 10) to determine, and then the final total team contribution C is obtained through Formula 11. base Formula 11 is shown below: C total =C base +B symerg (Formula Eleven) As an optional approach, the server can also maintain the core game state (such as the total score of each team) through a game state machine and a result push module, and generate instructions to push to the video streaming server when the state changes. Specifically, this can be achieved by receiving C from a state machine in memory. total The score is updated, and after the status is updated, a JSON instruction is generated and sent downstream via internal RPC.
[0058] As an optional approach, the end-to-end interaction process in this embodiment includes steps such as task assignment, client processing, data reporting, server calculation, status update, and screen composition, forming a complete real-time interactive closed loop, which will not be elaborated here.
[0059] It should be noted that the input method in this application embodiment can be extended to perform multimodal data fusion by fusing IMU (Inertial Measurement Unit) data and visual data from intelligent wearable devices to improve the accuracy of evaluation; the evaluation algorithm can be extended to use a pre-trained recurrent neural network (RNN / LSTM) instead of the DTW algorithm to achieve end-to-end action quality scoring; the computing architecture can be extended to adopt an "edge-cloud" collaborative architecture for terminals with limited computing power, offloading the posture recognition task to edge computing nodes for execution.
[0060] Step 203: Send the contribution data and reward data as the interaction results of multiple users to multiple users.
[0061] In some examples, such as Figure 4 and Figure 5 As shown, this application embodiment adopts a client / server architecture and combines video streaming media processing technology to form a complete end-to-end interactive system. The system of this application embodiment mainly consists of three parts: client, application server, and streaming media server. Among them, the client is an application running on the user terminal device (such as a smartphone, tablet, PC, or smart TV), which is mainly responsible for capturing user action video, performing real-time posture recognition and action quality assessment, and reporting the assessment results. The application server is the brain of the system, responsible for processing core business logic, including managing interactive tasks, aggregating action quality data reported by all clients, calculating team contributions and collaborative rewards, and driving game state changes. The streaming media server can be responsible for processing and distributing video images, receiving the original video stream from the broadcaster, and according to the instructions of the application server, synthesizing visual elements such as the game interface (UI) and special effects into the live broadcast image in real time, and finally pushing the stream to all users.
[0062] In existing video live streaming scenarios, there are interactive games with bullet comments. The streamer initiates a game (e.g., a battle between two virtual teams), and viewers in the live stream increase their team's "energy" or "power" by entering specific text in the bullet comments (e.g., "Support Team A" or "Go Red Team!"). The live streaming system counts the number of bullet comments containing specific keywords in real time. The team with more bullet comments gains an advantage and ultimately wins. The basic process is: the server sends a game start signal to all viewer clients – viewers manually enter text in the bullet comment input box on their clients – the clients send the text bullet comments to the server – the server counts the bullet comments according to preset rules (e.g., keyword matching) – the server updates the game status based on the count – the server streams the updated game footage to all viewer clients. However, existing technologies offer only a single dimension of interaction and shallow engagement. They rely entirely on text input, limiting user participation to typing, resulting in very limited interaction depth and immersion. Lacking skill, these games easily degenerate into spam, with the outcome determined solely by the number of comments, failing to reflect user effort or skill level. This makes it easy for some users to use scripts or rapid spamming to disrupt the game balance, reducing its fun and fairness. Furthermore, user value is not fully explored; the interactive format fails to integrate with other user behaviors (such as health and exercise), remaining merely at the entertainment level and failing to create more diversified value. Finally, there is severe homogenization; the simple mechanics of these comment-based interactive games are easy to replicate, leading to significant homogenization across different live streams and a lack of core competitiveness.
[0063] This application addresses the problems of shallow participation, lack of skill, and limited interactive dimensions in existing live streaming interactions. It captures users' body movements using the camera of client devices (such as mobile phones and computers), and employs posture recognition technology to analyze the quality of these movements in real time (e.g., standardization, completion, rhythmic accuracy). This quantified movement quality is used as the core weight driving the live interactive game, replacing or enhancing the original text-based bullet screen counting mechanism. Ultimately, the user's physical actions and movement skills directly determine their contribution to the interaction; a new interactive dimension is added, enhancing immersion and participation: introducing users' physical movements into live streaming interaction. Participating in the game by completing designated fitness movements greatly enhances the user's immersion and sense of presence, achieving the effect of watching, playing, and exercising simultaneously; a skill-based scoring mechanism is introduced, improving the game's fun and fairness: the core of the solution lies in evaluating the quality rather than the quantity of movements. By establishing a standard movement model and using posture recognition and comparison algorithms (such as DTW) to calculate the standardization, force, amplitude, and rhythm of user movements, a skill-based evaluation of user participation is achieved. The more standard and higher the quality of a user's actions, the higher the weight of their generated comments, making the game more skillful, challenging, and fair. It also enables multi-user action collaboration, enhancing its social attributes: this application embodiment can further analyze the collaborative nature of multiple users' action data. For example, it can judge the uniformity or synchronization rate of multiple users' actions. When a large number of users' actions are highly synchronized, additional combo attacks or resonance effects can be triggered, generating stronger game benefits and enhancing the cohesion of fan groups. It simplifies user operation and lowers the barrier to entry: compared to quickly typing on a small screen, imitating on-screen actions is more intuitive and convenient for many users. Users only need to turn on their camera to seamlessly join the interaction, lowering the operational threshold.
[0064] Compared with existing technologies, this embodiment, in response to a target interaction task, acquires video data of the user moving according to the target action in the target interaction task; evaluates the motion quality based on the video data to obtain the user's corresponding motion quality data; and sends the video data and motion quality data to the server, which are used by the server to generate the user's interaction result. This embodiment enables users to participate in game interaction based on target actions, improving the user's interactive experience. Furthermore, obtaining the user's game interaction result based on the quality evaluation data allows the game interaction result to accurately reflect the user's actual participation, improving the accuracy of determining the user's participation status and enhancing the user's game interaction experience.
[0065] Furthermore, as Figure 1 To provide a specific implementation of the method shown, this embodiment offers an interactive device, such as... Figure 7As shown, the device includes: an acquisition module 31, an evaluation module 32, and a sending module 33.
[0066] The acquisition module 31 is configured to acquire video data of the user moving according to the target action in the target interaction task in response to the target interaction task; Evaluation module 32 is configured to evaluate motion quality based on the video data to obtain motion quality data corresponding to the user; The sending module 33 is configured to send the video data and the motion quality data to the server, and the video data and the motion quality data are used by the server to generate the user's interaction results.
[0067] In some examples of this embodiment, the evaluation module 32 is specifically configured to identify the user's key point data in the video data; divide the video data into multiple sets of motion sequence images based on the key point data; and match the multiple sets of motion sequences with motion templates respectively to obtain the motion quality data.
[0068] In some examples of this embodiment, the evaluation module 32 is further configured to match the multiple sets of action sequences with the action templates respectively to obtain spatial standardity data and rhythm synchronization data corresponding to the multiple sets of action sequences; and to obtain the motion quality data based on the spatial standardity data and the rhythm synchronization data.
[0069] In some examples of this embodiment, the acquisition module 31 is also configured to receive the target interactive task; and generate a display screen of the target interactive task based on the interactive elements in the target interactive task and the demonstration screen of the target action, the display screen being used by the user to move according to the target action.
[0070] It should be noted that other corresponding descriptions of the functional units involved in the interactive device provided in this embodiment can be found in [reference needed]. Figure 1 The corresponding descriptions in [the document] will not be repeated here.
[0071] Furthermore, as Figure 3 To provide a specific implementation of the method shown, this embodiment offers an interactive device, such as... Figure 8 As shown, the device includes: a receiving module 41, a generating module 42, and a sending module 43.
[0072] The receiving module 41 is configured to receive video data from multiple users and motion quality data corresponding to the video data, wherein the video data is video data of the multiple users moving according to the target action in the target interactive task; The generation module 42 is configured to generate contribution data and reward data of the multiple users in completing the target action based on the video data and the motion quality data; The sending module 43 is also configured to send the contribution data and the reward data as the interaction results of the multiple users to the multiple users.
[0073] It should be noted that other corresponding descriptions of the functional units involved in the interactive device provided in this embodiment can be found in [reference needed]. Figure 3 The corresponding descriptions in [the document] will not be repeated here.
[0074] Based on the above, Figure 1 or Figure 3 Accordingly, this embodiment also provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the above-described method. Figure 1 or Figure 3 The method shown.
[0075] Based on this understanding, the technical solution of this application can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as CD-ROM, USB flash drive, mobile hard drive, etc.) and includes several instructions to cause a computer device (such as personal computer, server, or network device, etc.) to execute the methods of various implementation scenarios of this application.
[0076] like Figure 9 The diagram shown is a hardware structure schematic of an electronic device according to the present invention, comprising: At least one processor 501; and, A memory 502 is communicatively connected to at least one of the processors 501; wherein, The memory 502 stores instructions that can be executed by at least one of the processors to enable the at least one of the processors to perform the interaction method as described above.
[0077] Figure 9 Take a processor 501 as an example.
[0078] The electronic device may also include an input device 503 and a display device 504.
[0079] The processor 501, memory 502, input device 503, and display device 504 can be connected via a bus or other means. Figure 9 Taking the example of a connection between China and Israel via a bus.
[0080] The memory 502, as a non-volatile computer-readable storage medium, can be used to store non-volatile software programs, non-volatile computer-executable programs, and modules, such as the program instructions / modules corresponding to the interaction method in the embodiments of this application, for example, Figure 1 or Figure 3 The method flow is shown. The processor 501 executes various functional applications and data processing by running non-volatile software programs, instructions, and modules stored in the memory 502, thereby implementing the interactive method in the above embodiments.
[0081] Memory 502 may include a program storage area and a data storage area, wherein the program storage area may store the operating system and applications required for at least one function; the data storage area may store data created based on the use of the interactive method, etc. Furthermore, memory 502 may include high-speed random access memory and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other non-volatile solid-state storage device. In some embodiments, memory 502 may optionally include memory remotely located relative to processor 501, and these remote memories may be connected to the apparatus performing the interactive method via a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.
[0082] Input device 503 can receive user clicks and generate signal inputs related to user settings and function control of the interaction method. Display device 504 may include display screens or other display devices.
[0083] When one or more modules are stored in the memory 502, and are run by one or more processors 501, the interaction methods in any of the above method embodiments are executed.
[0084] Optionally, the aforementioned physical devices may also include a user interface, a network interface, a camera, radio frequency (RF) circuitry, sensors, audio circuitry, a Wi-Fi module, etc. The user interface may include a display screen, input units such as a keyboard, etc., and optional user interfaces may also include USB interfaces, card reader interfaces, etc. The network interface may optionally include standard wired interfaces, wireless interfaces (such as Wi-Fi interfaces), etc.
[0085] Those skilled in the art will understand that the physical device structure provided in this embodiment does not constitute a limitation on the physical device, and may include more or fewer components, or combine certain components, or have different component arrangements.
[0086] The storage medium may also include an operating system and a network communication module. The operating system is a program that manages the hardware and software resources of the aforementioned physical device, supporting the operation of information processing programs and other software and / or programs. The network communication module is used to enable communication between the various components within the storage medium, as well as communication with other hardware and software in the information processing physical device.
[0087] Through the above description of the embodiments, those skilled in the art can clearly understand that this application can be implemented by means of software plus necessary general-purpose hardware platforms, or it can be implemented by hardware. By applying the solution of this embodiment, compared with the prior art, this embodiment, in response to the target interaction task, acquires video data of the user moving according to the target action in the target interaction task; evaluates the motion quality based on the video data to obtain the user's corresponding motion quality data; and sends the video data and motion quality data to the server, which are used by the server to generate the user's interaction result. This embodiment enables users to participate in game interaction based on target actions, improves the user's interactive experience, and the game interaction result obtained based on the quality evaluation data can accurately reflect the user's actual participation, improve the accuracy of determining the user's participation status, and enhance the user's game interaction experience.
[0088] It should be noted that, in this document, relational terms such as "first" and "second" are used merely 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.
[0089] The above description is merely a specific embodiment of this application, enabling those skilled in the art to understand or implement this application. Various modifications to these embodiments will be readily apparent to those skilled in the art, and the general principles defined herein may be implemented in other embodiments without departing from the spirit or scope of this application. Therefore, this application is not to be limited to the embodiments described herein, but is to be accorded the widest scope consistent with the principles and novel features claimed herein.
Claims
1. An interaction method, characterized in that, include: In response to a target interaction task, acquire video data of the user moving according to the target action in the target interaction task; Based on the video data, motion quality is evaluated to obtain the motion quality data corresponding to the user. The video data and motion quality data are sent to the server, and the video data and motion quality data are used by the server to generate the user's interaction results.
2. The method according to claim 1, characterized in that, The process of evaluating motion quality based on the video data to obtain motion quality data corresponding to the user includes: Identify key point data of the user in the video data; The video data is divided into multiple action sequence images based on the key point data; The multiple sets of action sequences are matched with the action templates respectively to obtain the motion quality data.
3. The method according to claim 2, characterized in that, The step of matching the multiple sets of action sequences with the action templates respectively to obtain the motion quality data includes: The multiple sets of action sequences are matched with action templates respectively to obtain spatial standardity data and rhythm synchronization data corresponding to the multiple sets of action sequences; The motion quality data is obtained based on the spatial standardization data and the rhythm synchronization data.
4. The method according to claim 1, characterized in that, Before acquiring video data of the user moving according to the target action in the target interaction task in response to the target interaction task, the method further includes: Receive the target interactive task; Based on the interactive elements in the target interactive task and the demonstration screen of the target action, a display screen of the target interactive task is generated, and the display screen is used for the user to move according to the target action.
5. An interaction method, characterized in that, include: Receive video data from multiple users and motion quality data corresponding to the video data, wherein the video data is video data of the multiple users moving according to the target action in the target interactive task; Based on the video data and the motion quality data, contribution data and reward data of the multiple users in completing the target action are generated; The contribution data and the reward data are sent to the multiple users as the interaction results of the multiple users.
6. An interactive device, characterized in that, include: The acquisition module is configured to acquire video data of the user moving according to the target action in the target interaction task in response to the target interaction task. The evaluation module is configured to evaluate motion quality based on the video data to obtain motion quality data corresponding to the user. The sending module is configured to send the video data and the motion quality data to the server, the video data and the motion quality data being used by the server to generate the user's interaction results.
7. An interactive device, characterized in that, include: The receiving module is configured to receive video data from multiple users and motion quality data corresponding to the video data, wherein the video data is video data of the multiple users moving according to the target action in the target interactive task; The generation module is configured to generate contribution data and reward data for the multiple users to complete the target action based on the video data and the motion quality data; The sending module is also configured to send the contribution data and the reward data as the interaction results of the multiple users to the multiple users.
8. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the method of any one of claims 1 to 5.
9. An electronic device, comprising a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, characterized in that, When the processor executes the computer program, it implements the method of any one of claims 1 to 5.
10. A computer program product, the computer program product comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the method as described in any one of claims 1 to 5.