Product live broadcast room interaction method and device based on VR and electronic equipment
By defining a core display area and allocating rendering resources differently in VR live streaming, the problem of unexpected interactions or interference was solved, improving the professionalism and user experience of the live stream and ensuring the clear presentation and efficient reception of core content.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-01-14
- Publication Date
- 2026-04-10
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
In VR product live streaming, the integration of multiple real-time changing elements may lead to unexpected interactions or interference, distracting consumers, affecting the reception of product information, and reducing the professionalism of the live stream.
By acquiring information about the live streaming scene, the core display area in the virtual live streaming scene is delineated, and different VR rendering resources are allocated to elements in different spatial locations to ensure that elements within the core display area are presented with higher quality, while reducing the rendering quality of elements outside the area.
This effectively avoids unexpected interactions or interference, enhances the professionalism and user experience of the live stream, ensures that core content is clearly highlighted, and improves users' efficiency in receiving product information and their sense of trust.
Smart Images

Figure CN121842415A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of virtual reality (VR) technology, specifically to VR-based product live streaming interactive methods, devices, and electronic devices. Background Technology
[0002] With the increasing prevalence of Virtual Reality (VR) technology, its application in product live streaming, especially in the field of agricultural product live streaming, is gradually deepening, aiming to bring consumers an unprecedented immersive shopping experience. This trend is closely related to the rise of the "new farmers" (specifically referring to a group of new professional farmers or agricultural entrepreneurs who use modern technology, internet thinking, and innovative concepts to engage in agricultural production, operation, and services). This group is adept at using innovative marketing methods and is committed to enhancing the added value and market competitiveness of agricultural products. The traditional two-dimensional live streaming model, in the view of the "new farmers," is no longer sufficient to fully showcase the original ecological quality and unique charm of agricultural products, and consumers therefore cannot gain a sufficiently authentic experience. To overcome this limitation, the industry, especially the "new farmers," has begun to explore the introduction of VR technology into agricultural product live streaming rooms. By constructing three-dimensional virtual farm scenes and integrating them with real-time live streaming content, they hope to create an "immersive" farm experience for consumers, thereby significantly increasing user engagement, trust, and willingness to purchase.
[0003] However, in the pursuit of high realism and immersive experiences by "new farmers," integrating various real-time changing elements into VR live streaming rooms—such as the host (e.g., the "new farmer" themselves or team members), the constantly updated natural environment, and the attempted presentation of background human activities—unexpectedly introduces a new problem: the potential for unintended interactions or interference that could disrupt the carefully planned live stream. For example, a farm worker (possibly also a member of the "new farmer" team) captured and rendered as a background virtual avatar might inadvertently enter the virtual camera's field of view, temporarily obscuring the agricultural product the host is highlighting. Or, a sudden increase in virtual wind, driven by sensor data, might cause virtual leaves to sway violently, briefly hindering the consumer's observation of product details.
[0004] These unexpected and unpredictable situations, while stemming from the "new farmers'" greater pursuit of realism and atmosphere in live streaming, can easily distract consumers, affect their reception of product information, and even damage the professional and reliable brand image that "new farmers" are striving to cultivate. Therefore, VR live streaming systems targeting "new farmers," while striving to create a "living" farm experience, face a key challenge: how to intelligently manage and control these volatile elements without sacrificing this real-time, dynamic realism, to ensure that the core purpose of the live stream—the display and sale of agricultural products—remains clear, prominent, and undiminished by unexpected interference. Summary of the Invention
[0005] This invention provides a VR-based product live streaming interaction method, device, and electronic device to solve the problem that in VR product live streaming, the integration of multiple real-time changing elements (such as the host, environment, and background virtual image) can generate unexpected interactions or interference, thereby distracting consumers, affecting the reception of product information, and even reducing the professionalism of the live stream.
[0006] In a first aspect, the present invention provides a VR-based product live streaming interaction method, the method comprising: Obtain live streaming scene information; Based on the live streaming scenario information, delineate at least one core display area in the virtual live streaming scenario; Based on the core display area, differentiated VR rendering resource allocation is performed on elements in different spatial locations within the virtual live streaming scene to obtain the preset presentation mode of the core display area.
[0007] Through this technical solution, the present invention can intelligently identify the core content area in a live broadcast and allocate rendering resources differently for elements in different areas. This ensures that key information such as agricultural products and anchors in the core display area can be presented to users with higher quality, effectively avoiding the distraction of users' attention by non-core elements, improving the professionalism of the live broadcast and the user experience. It also solves the problem of unexpected interaction or interference that may occur in VR live broadcasts in the prior art, ensuring that the live broadcast will not distract consumers' attention, affect the reception of product information, or even reduce the professionalism of the live broadcast.
[0008] In one optional implementation, obtaining live streaming scene information includes: The system acquires information on the broadcaster's presentation status, user gaze focus, and environmental awareness, and uses this information as the live streaming scene information. This technical solution, through multi-dimensional real-time collection and fusion of broadcaster status, user attention, and environmental data, provides accurate and comprehensive decision-making basis for intelligently defining dynamic focus areas, thus laying the core data foundation for achieving efficient and adaptive VR rendering resource optimization and allocation.
[0009] In one alternative implementation, the anchor's narration status information is obtained in the following way: The system collects the anchor's audio data and uses speech recognition technology to analyze the audio data and identify the anchor's narration content. The real-time location of the streamer's virtual avatar in the virtual live streaming scene is obtained through the VR device worn by the streamer; The content of the broadcaster's explanation and their real-time location are used as broadcast status information.
[0010] In the above technical solution, by synchronously linking the anchor's narration semantics with their virtual spatial location, the anchor's real-time display intention is accurately captured, providing a direct and reliable basis for dynamically delineating the core display area.
[0011] In one alternative implementation, user gaze attention information is obtained in the following manner: The user's gaze is obtained through the eye-tracking sensor built into the VR headset worn by the user; When the duration of continuous gaze on a virtual object or region exceeds a first preset threshold, the location information corresponding to the virtual object or region is determined as the user's gaze attention information.
[0012] In the above technical solution, by using natural interaction based on eye tracking and duration threshold judgment, the user's real interest focus is captured objectively and in real time, providing accurate user attention data for adaptive rendering optimization.
[0013] In one optional implementation, based on the live streaming scene information, at least one core display area is defined in the virtual live streaming scene, including: When it is recognized that the content of the host's explanation involves the preset product, the first area is defined as the core display area based on the position of the preset product in the virtual live broadcast scene and the preset range definition rules. Centered on the real-time location of the virtual avatar of the anchor in the virtual live streaming scene, a second area is defined as the core display area according to the preset range delineation rules; When the gaze point is detected to be outside the real-time location of the preset product and the virtual avatar of the anchor, a third area is defined as the core display area, centered on the location of the gaze point in the virtual live streaming scene, according to the preset range definition rules.
[0014] The aforementioned technical solution intelligently generates one or more core display areas by comprehensively analyzing the product focus of the broadcaster's presentation, the broadcaster's own spatial position, and the user's real-time visual interests. This ensures that whether it's a product promotion led by the broadcaster, a dynamic demonstration by the broadcaster, or other scene elements that users spontaneously focus on, the system can accurately identify and dynamically elevate them to visual focus. This achieves a leap from a single fixed focus to a multi-dimensional dynamic focus, significantly enhancing the intelligence, interactivity, and user experience of VR live streaming.
[0015] In one optional implementation, based on the core display area, differentiated VR rendering resource allocation is performed on elements in different spatial locations within the virtual live streaming scene, including: Enhance the visual rendering details and / or improve the audio clarity of elements in the virtual live streaming scene located in the core display area; For elements in the virtual live-stream scene located outside the core display area, reduce visual rendering detail and / or weaken the clarity of their associated audio.
[0016] The above technical solution prioritizes ensuring the immersive presentation quality of core content while strategically saving overall rendering costs. This significantly enhances the user's visual and auditory focus experience while effectively reducing reliance on the performance of the user's terminal device.
[0017] In one alternative implementation, the elements of the virtual live-streaming scene located outside the core display area include dynamic environmental elements and virtual avatars representing background human activities; the method further includes: Predict the movement path of a virtual avatar representing human activity in the background; When it is predicted that a movement path will enter the core display area in the future, the system will trigger an active behavior adjustment for the virtual avatar representing human activity in the background. This will guide the virtual avatar to change its movement path or make it evade the movement path, so that the rendering resource allocation of elements located in the core display area will not be affected.
[0018] The aforementioned technical solution incorporates a proactive interference avoidance mechanism. By predicting the movement path of the background virtual avatar and implementing proactive behavior control before it may intrude into the core display area, it not only effectively prevents background activities from accidentally obscuring and interfering with the core display content, ensuring the exclusivity of rendering resources in the focal area and the stability of presentation quality, but also achieves intelligent management of dynamic elements in complex live streaming environments without sacrificing the dynamic realism of the virtual scene. This further enhances the overall reliability of the system and the immersive experience for users.
[0019] In one alternative implementation, the default presentation mode of the core display area is that the presentation quality of elements located within the core display area is higher than that of elements located outside the core display area.
[0020] The above technical solution establishes and implements a differentiated presentation strategy of high quality in the core area and low quality in the peripheral area, which ensures that the user's attention is always focused on the key content while achieving the global optimal allocation of system rendering resources.
[0021] Secondly, the present invention provides a VR-based product live streaming interactive device, the device comprising: The live streaming scene information acquisition module is used to acquire live streaming scene information; The core display area delineation module is used to delineate at least one core display area in the virtual live streaming scene based on the live streaming scene information; The VR rendering resource allocation module is used to allocate VR rendering resources to elements in different spatial locations in the virtual live streaming scene according to the core display area, so as to obtain the preset presentation mode of the core display area.
[0022] Thirdly, the present invention provides an electronic device, comprising: a memory and a processor, wherein the memory and the processor are communicatively connected to each other, the memory stores computer instructions, and the processor executes the computer instructions to perform the VR-based product live streaming interaction method described in the first aspect or any corresponding embodiment thereof.
[0023] Fourthly, the present invention provides a computer-readable storage medium storing computer instructions for causing a computer to execute the VR-based product live-streaming interactive method described in the first aspect or any corresponding embodiment thereof.
[0024] Fifthly, the present invention provides a computer program product, including computer instructions, which are used to cause a computer to execute the VR-based product live streaming interaction method described in the first aspect or any corresponding embodiment thereof. Attached Figure Description
[0025] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0026] Figure 1 This is a schematic diagram of an application scenario according to an embodiment of the present invention; Figure 2 This is a schematic diagram of the first type of VR-based product live streaming interaction method according to an embodiment of the present invention; Figure 3 This is a schematic diagram of the second process of the VR-based product live streaming interaction method according to an embodiment of the present invention; Figure 4 This is a schematic diagram of the third process of the VR-based product live streaming interactive method according to an embodiment of the present invention. Figure 5 This is a structural block diagram of a VR-based product live streaming interactive device according to an embodiment of the present invention; Figure 6 This is a schematic diagram of the hardware structure of an electronic device according to an embodiment of the present invention. Detailed Implementation
[0027] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0028] It is understood that before using the technical solutions disclosed in the various embodiments of the present invention, users should be informed of the types, scope of use, and usage scenarios of the personal information involved in the present invention and their authorization should be obtained in accordance with relevant laws and regulations through appropriate means.
[0029] The terms "first" and "second" are used for descriptive purposes only and should not be construed as indicating or implying relative importance or implicitly specifying the number of technical features indicated. Thus, a feature defined as "first" or "second" may explicitly or implicitly include one or more of that feature. In the description of this invention, "a plurality of" means two or more, unless otherwise explicitly specified.
[0030] As an optional application scenario of this invention, such as Figure 1As shown, an embodiment of the present invention provides a VR-based product live streaming interactive system, which includes: The information acquisition and area determination module 110 is used to acquire live streaming scene information and, based on the live streaming scene information, delineate one or more core display areas in the virtual live streaming scene. The rendering resource allocation module 120 is used to perform differentiated VR rendering resource allocation processing on elements in different spatial locations based on the core display area in the virtual live streaming scene, so that the presentation quality of elements located in the core display area is higher than that of elements located outside the core display area.
[0031] The VR-based interactive system for live-streaming agricultural products proposed in this invention intelligently perceives the real-time dynamics of the live-streaming scene through its information acquisition and area determination module 110, and dynamically delineates the core display area. Subsequently, the rendering resource allocation module 120 performs differentiated VR rendering resource allocation processing for elements in different spatial locations. This systematic approach effectively solves the interference problems that may be introduced in traditional VR live-streaming due to the pursuit of realism, ensuring that the core content of the agricultural product live-streaming remains clear and prominent, thereby improving the user's viewing experience and the professionalism of the live stream.
[0032] The system proposed in this invention has an information acquisition and area determination module 110 responsible for acquiring live streaming scene information and delineating one or more core display areas within the virtual live streaming scene based on this information. Specifically, the information acquisition and area determination module 110 can be configured to acquire live streaming scene information through various methods. For example, this module can include a data acquisition unit for receiving real-time data from the live streaming site, such as environmental parameters like light intensity, sound volume, and temperature. Furthermore, this module can also integrate a content analysis unit for analyzing the streamer's live streaming content and behavior. For instance, it can use speech recognition technology to analyze the streamer's explanations and determine whether they mention specific agricultural products or key information; simultaneously, it can interact with the VR device worn by the streamer to track the position and posture of their virtual avatar in the virtual live streaming scene in real time.
[0033] As another implementation, the information acquisition and region determination module 110 may also include a user behavior analysis unit for tracking the user's eye movement data. For example, the eye-tracking sensor built into the VR headset can be used to acquire the user's gaze point in real time and analyze the duration of the user's continuous gaze at a specific virtual object or region.
[0034] After acquiring the live streaming scene information, the information acquisition and region determination module 110 further delineates one or more core display areas in the virtual live streaming scene based on this information. The delineation of core display areas is crucial for achieving differentiated rendering. For example, this module can have a built-in rule engine or decision unit for region delineation based on preset rules. When the system recognizes that the anchor's explanation involves preset key agricultural products, the module can use the location of the agricultural product in the virtual live streaming scene as the center and delineate a first region as the core display area according to preset range delineation rules (e.g., a spherical area with a radius of 2 meters centered on the agricultural product). Alternatively, the module can use the real-time location of the anchor's virtual avatar as the center and delineate a second region as the core display area according to preset range delineation rules. Furthermore, when the module detects that the user's gaze lingers on a specific area for an extended period, and that area is neither the key agricultural product nor the anchor's location, it can delineate a third region as the core display area centered on the user's gaze location in the virtual live streaming scene to respond to the user's points of interest.
[0035] After the core display area is defined, the rendering resource allocation module 120 will perform differentiated VR rendering resource allocation processing for elements in different spatial locations based on these areas. This differentiated processing aims to ensure that elements located within the core display area can be displayed to users with higher presentation quality, while elements located outside the core display area can have their rendering quality appropriately reduced to save system resources and avoid interference. For example, the rendering resource allocation module 120 can be configured to enhance the visual rendering details of elements located within the core display area, such as using higher precision models, more detailed texture maps, and more complex material effects, while also enhancing their associated audio clarity, such as increasing volume, adding sound effect details, or performing spatial audio optimization. Conversely, for elements located outside the core display area, the rendering resource allocation module 120 can reduce their visual rendering details, such as using lower precision models, lower resolution textures, increasing transparency, or reducing animation complexity, while also weakening their associated audio clarity, such as reducing volume or simplifying sound effects.
[0036] The VR-based interactive system for live-streaming agricultural products proposed in this invention works by using the intelligent perception of the information acquisition and area determination module 110 and the dynamic adjustment of the rendering resource allocation module 120 to ensure that the core content of the live stream is always the focus of the user's attention.
[0037] Specifically, the information acquisition and area determination module 110 comprehensively grasps the real-time dynamics of the live broadcast scene through multi-dimensional data acquisition, including the content and location of the anchor's explanation, the user's gaze focus, and environmental changes. This information is comprehensively analyzed to accurately determine the current focus of the live broadcast and the user's interests. Subsequently, based on these analysis results, the module dynamically delineates one or more core display areas in the virtual live broadcast scene. These areas represent the content that most needs to be focused on by users and presented with high quality. Once the core display areas are determined, the rendering resource allocation module 120 immediately activates a differentiated VR rendering resource allocation mechanism. Agricultural products, anchor images, or other key elements located within the core display areas will be allocated more rendering resources, thus presenting them to users with higher visual detail and clearer audio effects. At the same time, background elements located outside the core display areas will have their rendering resource allocation appropriately reduced to minimize interference with the core content and optimize overall system performance.
[0038] Through this systematic approach, the present invention effectively solves the problem of unintended interference that may occur in traditional VR live streaming due to the pursuit of complete realism, ensuring that the core purpose of the live stream, namely the display and sale of agricultural products, remains clear and prominent, thereby significantly improving the user's immersive experience and the efficiency of receiving product information.
[0039] Compared to existing technologies, the core innovation of the VR-based agricultural product live-streaming interactive system proposed in this invention lies in the intelligent delineation of a "core display area" through the information acquisition and area determination module 110, and the "differentiated VR rendering resource allocation processing" based on this by the rendering resource allocation module 120. Traditional VR live-streaming systems often tend to perform uniform high-quality rendering of the entire virtual scene, which not only consumes a large amount of computing resources but also easily leads to unexpected interference in changing environments, such as background elements accidentally obscuring or distracting the user. The system of this invention, through the collaborative work of its modules, can accurately identify the key content of the live stream and proactively manage the priority of information presentation. This dynamic and intelligent resource allocation mechanism is not present in existing systems, bringing significant technological progress to the field of VR agricultural product live-streaming, effectively avoiding background interference, and significantly improving the user experience and the professionalism of the live stream.
[0040] With the increasing popularity of virtual reality (VR) technology, its application in the field of agricultural product live streaming is gradually deepening, aiming to bring consumers an unprecedented immersive shopping experience. Traditional agricultural product live streaming is often limited by the display of a two-dimensional screen, making it difficult for consumers to truly feel the original environment and real condition of the agricultural products.
[0041] To overcome this limitation, the industry began exploring the introduction of VR technology into live streaming, constructing virtual farm scenes and integrating them with real live content to enhance user engagement and trust. However, in the pursuit of high realism and immersive experiences, integrating various real-time changing elements such as the host, the constantly updated natural environment, and attempted human activities into a VR live streaming room unexpectedly introduced a new problem: the potential for unintended interactions or interference that could disrupt the carefully planned live stream. These sudden and unpredictable situations, while stemming from the pursuit of greater realism, can easily distract consumers, affect their reception of product information, and even reduce the professionalism of the live stream due to unexpected events. Therefore, in striving to create a fully "living" farm experience, the system faces a key challenge: how to intelligently manage and control these dynamic elements without sacrificing this real-time, dynamic realism, to ensure that the core purpose of the live stream—the display and sale of agricultural products—remains clear, prominent, and undiminished by unexpected interference.
[0042] Therefore, this invention provides a VR-based product livestream interaction method. By acquiring livestream scene information and defining one or more core display areas within the virtual livestream scene, the method then allocates differentiated VR rendering resources to elements in different spatial locations based on these core display areas. This ensures that elements within the core display areas have a higher presentation quality than those outside. This method intelligently identifies core content areas in the livestream and allocates differentiated rendering resources to elements in different areas, thereby ensuring that key information such as agricultural products and the livestream host within the core display areas is presented to users with higher quality.
[0043] According to an embodiment of the present invention, a VR-based product live streaming interactive method is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Furthermore, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.
[0044] This embodiment provides a VR-based product live streaming interactive method, which can be used in the aforementioned electronic devices or terminal devices. The electronic devices or terminal devices are equipped with a VR-based product live streaming interactive system. Figure 2 This is a flowchart of a VR-based product live-streaming room interaction method according to an embodiment of the present invention, such as... Figure 2 As shown, the process includes the following steps: Step S201: Obtain live streaming scene information.
[0045] Specifically, live streaming scene information refers to raw or pre-processed data collected in real time from the real world or user interactions for intelligent decision-making. Live streaming scene information mainly includes: information on the presenter's presentation status, information on user gaze focus, and information on environmental perception.
[0046] Live streaming scene information is the foundation for dynamically adjusting VR live streaming room interaction strategies. For example, this information can be obtained through various methods.
[0047] One approach is to directly acquire real-time data from the live broadcast location through a pre-set sensor network or data interface. For example, environmental parameters such as light intensity, sound level, and temperature within the live broadcast room can be obtained.
[0048] Another approach involves analyzing the streamer's livestream content and behavior. For example, speech recognition technology can be used to analyze the streamer's explanations to determine if they mention specific agricultural products or key information. Simultaneously, the VR device worn by the streamer can be used to track the position and posture of their virtual avatar within the virtual livestream scene in real time. Furthermore, user eye-tracking data can be tracked to obtain information about their gaze. For instance, eye-tracking sensors built into VR headsets can be used to capture the user's gaze point in real time and analyze the duration of continuous gaze at specific virtual objects or areas.
[0049] Step S202: Based on the live streaming scene information, delineate at least one core display area in the virtual live streaming scene.
[0050] Specifically, a virtual live streaming scene refers to a three-dimensional immersive environment rendered by computer graphics that is ultimately presented to the user. Virtual live streaming scenes can be constructed or updated using live streaming scene information.
[0051] The core display area refers to one or more sub-spaces dynamically defined by the system in real time within the three-dimensional space of the virtual live streaming scene. Its definition is based on the current focus of the live stream identified through real-time analysis of live streaming scene information (host's explanation, user gaze, environmental data). In other words, the core display area is a key projection zone circled by the system in real time within the virtual scene, intelligently following the host's explanation and the user's gaze movement to ensure that all key content is presented in the highest definition and with the least interference within this area.
[0052] The specific steps of this process are as follows: After acquiring the live stream scene information, one or more core display areas are delineated within the virtual live stream scene based on this information. Delineating these core display areas is crucial for achieving differentiated rendering. For example, a rule-based delineation method can be used. When the system recognizes that the host's explanation involves a preset key agricultural product, a first area can be delineated as the core display area, centered on the location of that agricultural product in the virtual live stream scene, according to preset range delineation rules (e.g., a spherical area with a radius of 2 meters centered on the agricultural product). Alternatively, a second area can be delineated as the core display area, centered on the real-time location of the host's virtual avatar, according to preset range delineation rules, since the host is usually the central focus of the live stream. Furthermore, when the system detects that a user's gaze lingers on a specific area for an extended period, and that area is neither the key agricultural product nor the host's location, a third area can be delineated as the core display area, centered on the user's gaze location in the virtual live stream scene, to respond to the user's points of interest.
[0053] Step S203: Based on the core display area, perform differentiated VR rendering resource allocation processing on elements in different spatial locations in the virtual live broadcast scene to obtain the preset presentation mode of the core display area.
[0054] Specifically, after the core display area is defined, this embodiment will allocate VR rendering resources differently for elements in different spatial locations based on these areas. This differentiated processing aims to ensure that elements located within the core display area can be displayed to users with higher rendering quality, while elements located outside the core display area can have their rendering quality appropriately reduced to save system resources and avoid interference.
[0055] For example, elements located within the core display area can have their visual rendering details enhanced, such as using higher-precision models, more detailed texture maps, and more complex material effects, while also improving their associated audio clarity, such as increasing volume, adding sound effect details, or optimizing spatial audio. Conversely, elements located outside the core display area can have their visual rendering details reduced, such as using lower-precision models, lower-resolution textures, increasing transparency, or reducing animation complexity, while also weakening their associated audio clarity, such as reducing volume or simplifying sound effects.
[0056] By intelligently delineating the core display area and allocating differentiated VR rendering resources, the interference problems that may be introduced in traditional VR live streaming due to the pursuit of realism are effectively solved. This ensures that the core content of agricultural product live streaming remains clear and prominent, thereby improving the user's viewing experience and the professionalism of the live stream. Consumers can focus more on the agricultural products themselves, enhancing their trust in the products and their willingness to purchase.
[0057] The VR-based product live streaming interaction method provided in this embodiment works by using intelligent sensing and dynamic adjustment to ensure that the core content of the live stream is always the focus of the user's attention.
[0058] Specifically, this method first acquires multi-dimensional data to comprehensively understand the real-time dynamics of the live stream, including the host's content, location, users' attention points, and environmental changes. This information is then comprehensively analyzed to accurately determine the focus of the current live stream and the users' interests.
[0059] Subsequently, based on these analysis results, the system dynamically delineates one or more core display areas within the virtual live streaming scene. These areas represent the content that most needs user attention and high-quality presentation. Once the core display areas are determined, the system immediately activates a differentiated VR rendering resource allocation mechanism. Agricultural products, the host's image, or other key elements located within the core display areas will be allocated more rendering resources, thus presenting them to users with higher visual detail and clearer audio effects.
[0060] Meanwhile, background elements located outside the core display area will have their rendering resource allocation appropriately reduced to minimize interference with the core content and optimize overall system performance.
[0061] In this way, the present invention effectively solves the problem of unintended interference that may occur in traditional VR live streaming due to the pursuit of complete realism, ensuring that the core purpose of the live stream, namely the display and sale of agricultural products, remains clear and prominent, thereby significantly improving the user's immersive experience and the efficiency of receiving product information.
[0062] Compared to related technologies, the core innovation of this invention lies in the introduction of the concept of a "core display area," and based on this, it achieves "differentiated VR rendering resource allocation and processing." In traditional VR live streaming, the system often tends to perform uniform high-quality rendering on the entire virtual scene. This not only consumes a lot of computing resources, but also easily leads to unexpected interference in changing environments, such as background elements accidentally obscuring or distracting the user's attention.
[0063] This invention intelligently acquires live streaming scene information, such as the host's explanations and users' visual focus, to dynamically delineate a core display area, thereby accurately identifying the key content of the live stream. Based on this, the rendering quality of elements within the core display area is enhanced, while the rendering quality of elements outside the area is appropriately reduced. This strategic allocation not only optimizes system resource utilization but, more importantly, proactively manages the priority of information presentation, ensuring that core content such as agricultural products and the host is always presented to users in its best condition, effectively avoiding background interference and significantly improving the user experience and the professionalism of the live stream. This dynamic and intelligent resource allocation mechanism is not found in related technologies, bringing significant technological advancements to the field of VR agricultural product live streaming.
[0064] This embodiment provides a VR-based product live streaming interactive method, which can be used in the aforementioned electronic devices or terminal devices. The electronic devices or terminal devices are equipped with a VR-based product live streaming interactive system. Figure 3 This is a flowchart of a VR-based product live-streaming room interaction method according to an embodiment of the present invention, such as... Figure 3 As shown, the process includes the following steps: Step S301: Obtain live streaming scene information.
[0065] Specifically, step S302 includes: Step a: Obtain the anchor's explanation status information, user gaze attention information, and environmental awareness information, and use the anchor's explanation status information, user gaze attention information, and environmental awareness information as live streaming scene information.
[0066] Among these, the "host's explanation status information" refers to information related to the host's real-time activities and explanation content within the live stream, such as the product the host is explaining and the host's real-time location. By acquiring this information, the system can understand the focus of the current live stream and the host's intentions.
[0067] User gaze focus refers to the focal points and areas that users pay attention to in a virtual live streaming scenario. By tracking users' gaze, the system can determine which elements or areas users show interest in, thereby identifying these areas as potential core display areas.
[0068] Environmental perception information refers to various physical parameters in the real environment simulated by the virtual live streaming scene, such as wind speed, wind direction, and light intensity. This information can be used to enhance the realism and immersion of the virtual scene and may affect the dynamic adjustment of the core display area.
[0069] The technical solution of this embodiment refines live streaming scene information into the three types mentioned above, enabling the system to comprehensively perceive and understand the dynamic changes of the live streaming scene from multiple dimensions. Specifically, the anchor's explanation status information provides key information led by the anchor, user gaze information reflects the user's focus of interest, and environmental perception information supplements the objective physical attributes of the scene. The comprehensive acquisition of this multi-dimensional information provides richer and more accurate data support for the subsequent precise delineation of core display areas in the virtual live streaming scene. As a result, the system can more intelligently identify the most valuable and most watched areas in the current live stream, thus laying a solid foundation for differentiated VR rendering resource allocation and processing.
[0070] In one optional implementation, to obtain live streaming scene information more accurately, this embodiment elaborates on the method for obtaining the broadcaster's explanation status information. The broadcaster's explanation status information is obtained through the following method: The system collects the anchor's audio data and uses speech recognition technology to analyze the audio data and identify the anchor's narration content; it also obtains the real-time position of the anchor's virtual avatar in the virtual live broadcast scene through the VR device worn by the anchor; and uses the anchor's narration content and real-time position as broadcast narration status information.
[0071] Specifically, the anchor's narration status information refers to key data describing the anchor's current activity status in the virtual live streaming scene. Its purpose is to provide crucial input for the dynamic delineation of the core display area. More specifically, the anchor's narration content refers to the text information expressed by the anchor in speech during the live stream. This is obtained by analyzing and converting the anchor's real-time speech stream (i.e., audio data) using speech recognition technology. For example, a deep learning-based Automatic Speech Recognition (ASR) model can be used to accurately convert the anchor's spoken content into text data. Furthermore, the anchor's real-time position refers to the three-dimensional coordinate information of the anchor's virtual avatar within the virtual live streaming scene. This positional information is tracked and acquired in real-time using the VR device worn by the anchor. For example, the positioning sensors (such as inertial measurement units, optical trackers, etc.) built into the anchor's VR headset or controllers can continuously monitor the anchor's movement in physical space and map this data onto the virtual live streaming scene, thereby determining the precise position of their virtual avatar. This ensures that the anchor's narration content and their position information in virtual space can be captured accurately and promptly.
[0072] The technical solution of this embodiment, by accurately acquiring the anchor's narration status information, can provide a more accurate and real-time basis for the dynamic delineation of the core display area in the virtual live streaming scene. Specifically, by analyzing the anchor's narration content through speech recognition technology, the system can identify in real time the agricultural products, characteristics, or key information that the anchor is introducing or emphasizing. Simultaneously, by acquiring the real-time position of the anchor's virtual avatar through their VR device, the system can accurately grasp the anchor's focal area in the virtual live streaming scene. It is precisely because the system can simultaneously acquire the anchor's narration content and real-time position that it can more intelligently and flexibly determine the focus of the current live stream, thereby dynamically adjusting the core display area to ensure that users can clearly see and hear the content the anchor is focusing on, thus enhancing the interactivity and immersion of the live stream.
[0073] In one alternative implementation, user gaze attention information is obtained in the following manner: The user's gaze point is obtained through the eye-tracking sensor built into the VR headset worn by the user. When the continuous gaze duration on a virtual object or area exceeds a first preset threshold, the location information corresponding to the virtual object or area is determined as the user's gaze attention information.
[0074] User gaze focus information refers to data related to the specific object, area, or direction in which a user's visual focus is directed within a virtual live streaming scene. This user gaze focus information is crucial for accurately determining the user's points of interest and objects of attention, thereby guiding the subsequent allocation of VR rendering resources.
[0075] Specifically, eye-tracking sensors built into VR headsets used to track user movements refer to the use of specialized sensor technology integrated within the VR headset to monitor and record the user's eye movement trajectory and gaze point in real time. These sensors typically include infrared emitters and receivers, determining the precise position and direction of eye movement by analyzing the infrared light reflected from the user's eyes. The user's gaze point can be understood as the location where the user's eyes linger or concentrate for the longest time in the virtual scene.
[0076] Furthermore, when the duration of a user's continuous gaze on a virtual object or area exceeds a first preset threshold, it indicates that the user is showing sustained interest and attention to that virtual object or area. The first preset threshold can be set according to actual application needs, for example, to 0.5 seconds, 1 second, or longer, to filter out brief glances or unconscious eye lingering. Once this condition is met, the location information corresponding to the virtual object or area is determined as the user's gaze attention information. This location information can be the coordinates of the virtual object in three-dimensional space, the boundary range of the virtual area, etc.
[0077] The technical solution of this embodiment utilizes the eye-tracking sensor built into the VR headset to capture the user's gaze point in real time and with precision. This direct method of acquiring physiological data avoids the cumbersome process of users actively clicking or selecting in traditional interaction methods, making the acquisition of user attention information more natural and seamless. By setting a first preset threshold to determine the duration of continuous gaze, the system can effectively distinguish between brief glances and genuine points of interest, thereby ensuring that the acquired user gaze attention information is reliable and meaningful. When the user's gaze lingers on a virtual object or area for more than a preset time, the system can accurately identify that area as the user's current core focus, and then process its location information as important live streaming scene information.
[0078] In one optional implementation, the above-mentioned environmental perception information is obtained through the following steps: Environmental sensors at the live broadcast site acquire wind speed, wind direction, and light intensity as environmental perception information.
[0079] Environmental sensors can be understood as various physical sensors deployed at the live-streaming site for agricultural products. Their purpose is to monitor and collect physical parameters in the live-streaming environment in real time. Specifically, wind speed sensors measure the speed of airflow, wind direction sensors indicate the direction of airflow, and light intensity sensors detect the brightness of light at the live-streaming site. These sensors work together to comprehensively and accurately capture the physical environmental characteristics of the live-streaming site.
[0080] The technical solution of this embodiment utilizes environmental sensors at the live broadcast site to acquire environmental perception information such as wind speed, wind direction, and light intensity in real time and accurately. This information, as a crucial component of the live broadcast scene information, provides richer and more refined data support for the subsequent delineation of core display areas and the differentiated allocation of VR rendering resources in the virtual live broadcast scene. For example, by acquiring the light intensity in the real environment, lighting and shadow effects that match the real environment can be simulated in the virtual live broadcast scene, thereby enhancing the realism and immersion of the virtual scene.
[0081] Step S302: Based on the live streaming scene information, delineate at least one core display area in the virtual live streaming scene.
[0082] Specifically, in some of the embodiments of the present invention described above, one or more core display areas in a virtual live streaming scene are proposed to be delineated based on live streaming scene information. However, in actual implementation, if the delineation method of the core display area is not flexible and intelligent enough, it may not be able to accurately capture the key areas that truly require high presentation quality during the live streaming process, thereby affecting user experience and resource allocation efficiency.
[0083] In response, the present invention further proposes the step of delineating one or more core display areas in a virtual live streaming scene based on the live streaming scene information, wherein step S302 includes: Step S3021: When it is recognized that the content of the anchor's explanation involves the preset product, the first area is defined as the core display area based on the position of the preset product in the virtual live broadcast scene and the preset range definition rules.
[0084] Taking the key agricultural products as an example.
[0085] Specifically, this step aims to dynamically and intelligently delineate the core display area based on the anchor's presentation status and user gaze information within the live stream scene. The anchor's presentation status includes their content and real-time location, while user gaze information is obtained by tracking the user's gaze point using eye-tracking sensors built into the VR headset. When the system recognizes that the anchor's presentation involves a preset key agricultural product—for example, the anchor is detailing the characteristics or advantages of a specific agricultural product—the position of that product within the virtual live stream scene will be determined as the center point. Based on preset delineation rules, such as using this center point as the center and a specific radius (set according to actual conditions), a circular area will be delineated, designated as the first area and the core display area.
[0086] Step S3022: Using the real-time location of the virtual avatar of the anchor in the virtual live streaming scene as the center, a second area is defined as the core display area according to the preset range delineation rules.
[0087] Specifically, when the real-time position of the virtual avatar of the anchor changes in the virtual live streaming scene, a second area is defined as the core display area, centered on the real-time position of the virtual avatar of the anchor, in accordance with the preset range delineation rules, so as to ensure that the anchor and its surrounding environment always maintain a high presentation quality.
[0088] Step S3023: When it is detected that the gaze point is outside the real-time position of the preset product and the virtual image of the anchor, the third area is defined as the core display area based on the position of the gaze point in the virtual live broadcast scene and according to the preset range definition rules.
[0089] Furthermore, when it is detected that the user's gaze point is outside the preset real-time positions of the key agricultural products and the virtual avatar of the anchor, it indicates that the user may be interested in other elements or areas in the live broadcast scene. At this time, a third area is defined as the core display area, centered on the user's gaze point in the virtual live broadcast scene, according to preset range definition rules. The aforementioned preset range definition rules can be configured according to actual needs, for example, it can be a circular area with a fixed radius, a rectangular area, or an area that adaptively adjusts according to the size and shape of the virtual objects.
[0090] Step S303: Based on the core display area, differentiated VR rendering resource allocation is performed on elements in different spatial locations within the virtual live streaming scene to obtain the preset presentation mode of the core display area. For details, please refer to [link to details]. Figure 2 Step S203 of the illustrated embodiment will not be described again here.
[0091] The VR-based product livestreaming interaction method provided in this embodiment dynamically and intelligently defines the core display area by comprehensively considering the content of the host's explanation, the host's real-time location, and the user's gaze. Thus, when the host focuses on introducing a particular agricultural product, that product area is elevated to the core, ensuring its visual details and clarity of information delivery; when the host moves, their current area is considered the core, maintaining user attention; when users show interest in non-host or non-critical agricultural product areas, those areas are also dynamically elevated to the core to respond to users' personalized needs. It is precisely this multi-dimensional, real-time responsive area definition mechanism that allows VR rendering resources to be accurately allocated to the most attention-grabbing or most important areas.
[0092] This embodiment provides a VR-based product live streaming interactive method, which can be used in the aforementioned electronic devices or terminal devices. The electronic devices or terminal devices are equipped with a VR-based product live streaming interactive system. Figure 4 This is a flowchart of a VR-based product live-streaming room interaction method according to an embodiment of the present invention, such as... Figure 4 As shown, the process includes the following steps: Step S401: Obtain live streaming scene information. For details, please refer to [link / reference]. Figure 3 Step S301 of the illustrated embodiment will not be described again here.
[0093] Step S402: Based on the live streaming scene information, delineate at least one core display area within the virtual live streaming scene. For details, please refer to [link to relevant documentation]. Figure 3 Step S302 of the illustrated embodiment will not be described again here.
[0094] Step S403: Based on the core display area, perform differentiated VR rendering resource allocation processing on elements in different spatial locations in the virtual live broadcast scene to obtain the preset presentation mode of the core display area.
[0095] Specifically, in some embodiments of the present invention, a VR-based interactive method for live-streaming agricultural products is proposed. This method acquires live-streaming scene information and delineates one or more core display areas within the virtual live-streaming scene. Then, based on these core display areas, it performs differentiated VR rendering resource allocation for elements in different spatial locations, ensuring that elements within the core display areas have a higher presentation quality than those outside. However, in practical applications, how to specifically implement this differentiated rendering resource allocation to effectively manage overall system resource consumption while ensuring high-quality presentation of core content still requires further clarification and optimization.
[0096] In one alternative implementation, the default presentation mode of the core display area is that the presentation quality of elements located within the core display area is higher than that of elements located outside the core display area.
[0097] In response, this invention further proposes the above-mentioned steps of differentiated VR rendering resource allocation for elements in different spatial locations based on the core display area in a virtual live streaming scene. Step S403 includes: Step S4031: Enhance the visual rendering details and / or improve the audio clarity of the elements of the virtual live scene located in the core display area.
[0098] Specifically, enhancing the visual rendering details of elements located in the core display area can be understood as increasing the model precision of these elements, improving texture resolution, increasing the complexity of lighting effects, and increasing the density or refinement of particle effects. Enhancing the associated audio clarity refers to increasing the sampling rate and bit rate of sounds related to these elements, or adding spatial audio effects to make them sound more realistic and immersive. The goal is to ensure that users receive the highest quality sensory experience in the core areas of focus.
[0099] Step S4032: For elements of the virtual live streaming scene located outside the core display area, reduce the visual rendering details and / or weaken the associated audio clarity.
[0100] Specifically, reducing visual rendering detail includes at least one of the following methods: reducing model precision, reducing texture resolution, increasing transparency, or reducing animation complexity.
[0101] Reducing the visual rendering detail of elements located outside the core display area can be understood as reducing the polygon count of these elements' models, lowering the resolution of texture maps, simplifying lighting calculations, and reducing or removing unnecessary animation effects. Weakening the associated audio clarity refers to lowering the volume of background sound effects associated with these elements, reducing the complexity of their spatial audio processing, and even muting them without affecting the overall perception. The goal is to effectively save system rendering resources without distracting the user, allocating more computing power to the core display area.
[0102] The aforementioned reduction in visual rendering detail includes at least one of the following: reducing model precision, reducing texture resolution, increasing transparency, or reducing animation complexity.
[0103] Reducing model precision refers to decreasing the number of vertices, faces, or geometric details of 3D models in a virtual scene, thereby reducing the computational load required for rendering. For example, background objects located outside the core display area can be rendered using low-poly models.
[0104] Reducing texture resolution means using a lower-resolution image texture to cover the surface of virtual objects, thereby reducing video memory usage and texture sampling overhead. For example, the textures of non-core elements such as background walls and distant props can be set to a lower resolution.
[0105] Increasing transparency refers to making virtual objects semi-transparent or completely transparent, making them less visually prominent and thus reducing their consumption of rendering resources. For example, some non-critical dynamic environment elements can be set to a semi-transparent state.
[0106] Reducing animation complexity refers to decreasing the number of animation frames, bones, or the level of detail in animation effects for virtual characters or moving objects, thereby reducing the burden of animation computation and rendering. For example, the gait animation of a virtual character walking in the background can be simplified.
[0107] This invention, by specifically reducing visual rendering details, allows the system to more precisely control the allocation of rendering resources based on the spatial location and importance of elements. When elements are located outside the core display area, by reducing model precision, texture resolution, increasing transparency, or reducing animation complexity, the computational resources consumed by these non-core elements, such as GPU computing, memory bandwidth, and CPU processing, can be significantly reduced. This differentiated processing mechanism ensures that limited rendering resources are prioritized for key elements within the core display area, thereby guaranteeing the presentation quality of core content.
[0108] In some embodiments of this invention, a differentiated VR rendering resource allocation process is proposed based on the core display area in a virtual live streaming scene, where elements in different spatial locations are assigned to ensure that the rendering quality of elements within the core display area is higher than that of elements outside the core display area. However, in practical applications, elements outside the core display area, especially dynamic environmental elements and virtual figures representing background human activities, may move and enter the core display area, potentially affecting the rendering quality of elements within the core display area or distracting the user. Failure to address this issue may lead to a decline in user experience or prevent the full realization of the advantages of the core display area.
[0109] In response, this invention further proposes a VR-based product live streaming interaction method, wherein the elements of the virtual live streaming scene located outside the core display area include dynamic environmental elements and virtual images representing background human activities.
[0110] Step S404: Predict the movement path of the virtual image representing human activity in the background; when it is predicted that a movement path will enter the core display area in the future, trigger the active behavior adjustment of the virtual image representing human activity in the background, guide the virtual image to change its movement path or make the virtual image present an avoidance state, so that the rendering resource allocation of elements located in the core display area is not affected.
[0111] Specifically, the elements located outside the core display area can be understood as any visual or auditory component in the virtual live streaming scene that is not part of the current focus area. Dynamic environmental elements can refer to background elements in the virtual scene that change dynamically, such as wind blowing through grass, flowing water, or drifting clouds. Virtual avatars representing background human activities refer to virtual avatars used to simulate other non-core roles such as viewers, staff, or farm background characters, in the virtual live streaming scene, in addition to the host's virtual avatar. These virtual avatars are usually given a lower rendering priority to save system resources.
[0112] Furthermore, predicting the movement path of a virtual avatar representing background human activities involves calculating the spatial trajectory the virtual avatar might traverse over a future period by analyzing its preset behavioral patterns, current position, speed, target point, and obstacle information within the scene. This prediction can be achieved using path planning algorithms, behavior tree logic, or machine learning-based prediction models.
[0113] When the system predicts that the movement path of a virtual avatar representing human activity in the background will enter the core display area in the future, it will trigger proactive behavior adjustments for the virtual avatar representing human activity in the background.
[0114] Specifically, proactive behavior adjustment refers to the system intervening in and modifying the autonomous behavior logic of virtual avatars based on prediction results. For example, it can guide them to change their movement path, causing them to bypass the core display area, or to adopt an avoidance state, such as slowing down, stopping, or turning, to avoid visual conflicts or resource competition with elements within the core display area. The aim is to ensure that the rendering resource allocation for elements located within the core display area is not affected, and to ensure that the visual and auditory quality of the core display area remains at a high level at all times.
[0115] The technical solution of this embodiment effectively solves the problem of dynamic background elements potentially interfering with the core display area by introducing a prediction and proactive intervention mechanism for dynamic elements outside the core display area. Specifically, when the system predicts that the movement path of a virtual avatar representing human activity in the background will enter the core display area in the future, i.e., when a potential interference risk is identified, proactive behavior adjustment is immediately triggered. This adjustment mechanism allows the virtual avatar to change its movement path in advance or adopt an avoidance posture, thereby preventing it from entering the core display area. As a result, elements within the core display area can continuously receive priority in rendering resource allocation, and their presentation quality will not be affected by the accidental intrusion of background elements, ensuring that users can always focus on high-quality core content during the VR live streaming experience.
[0116] The VR-based product live-streaming interaction method provided in this embodiment solves the problem of unclear execution methods for rendering resource allocation in the basic solution by clearly distinguishing the rendering processing strategies for elements inside and outside the core display area. High-quality visual and audio rendering of elements within the core display area allows users to clearly and immersively perceive the core content of the live stream, such as details of agricultural products and the host's explanations. Simultaneously, by reducing the rendering quality of elements outside the core display area, the system effectively reduces unnecessary computation and rendering overhead, avoiding resource waste. This allows limited computing resources to be concentrated on key areas of user interest, ensuring the smoothness and efficiency of the overall live-streaming experience. This differentiated processing not only optimizes the user experience but also improves the operational efficiency of the VR live-streaming system.
[0117] This embodiment also provides a VR-based product live-streaming interactive device, which is used to implement the above embodiments and preferred embodiments; details already described will not be repeated. As used below, the term "module" can refer to a combination of software and / or hardware that performs a predetermined function. Although the device described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.
[0118] This embodiment provides a VR-based product live streaming interactive device, such as... Figure 5 As shown, it includes: The live streaming scene information acquisition module 501 is used to acquire live streaming scene information.
[0119] The core display area delineation module 502 is used to delineate at least one core display area in the virtual live streaming scene based on the live streaming scene information.
[0120] The VR rendering resource allocation module 503 is used to perform differentiated VR rendering resource allocation processing on elements in different spatial locations within the virtual live streaming scene based on the core display area, thereby obtaining the preset presentation mode of the core display area. It has the same function as the rendering resource allocation module 120 in the VR-based product live streaming interactive system.
[0121] In some optional implementations, the live streaming scene information acquisition module 501 includes: The live streaming scene information acquisition unit is used to acquire information on the host's explanation status, user gaze attention, and environmental perception, and uses these information as live streaming scene information.
[0122] In one alternative implementation, the anchor's narration status information is obtained in the following way: The system collects the anchor's audio data and uses speech recognition technology to analyze the audio data and identify the anchor's narration content. The real-time location of the streamer's virtual avatar in the virtual live streaming scene is obtained through the VR device worn by the streamer; The content of the broadcaster's explanation and their real-time location are used as broadcast status information.
[0123] In one alternative implementation, user gaze attention information is obtained in the following manner: The user's gaze is obtained through the eye-tracking sensor built into the VR headset worn by the user; When the duration of continuous gaze on a virtual object or region exceeds a first preset threshold, the location information corresponding to the virtual object or region is determined as the user's gaze attention information.
[0124] In some alternative implementations, the core display area delineation module 502 includes: The first area delineation unit is used to delineate the first area as the core display area based on the location of the preset product in the virtual live broadcast scene and according to the preset range delineation rules when it is recognized that the content of the anchor's explanation involves the preset product. The second area delineation unit is used to delineate the second area as the core display area based on the real-time position of the anchor's virtual image in the virtual live broadcast scene and according to the preset range delineation rules. The third area delineation unit is used to delineate the third area as the core display area based on the location of the gaze point in the virtual live streaming scene and according to the preset range delineation rules when the gaze point is detected to be outside the real-time location of the preset product and the virtual image of the anchor.
[0125] In some alternative implementations, the VR rendering resource allocation module 503 includes: The first rendering resource allocation unit is used to enhance the visual rendering details and / or improve the audio clarity of elements in the virtual live scene located in the core display area.
[0126] The second rendering resource allocation unit is used to reduce the visual rendering detail and / or weaken the associated audio clarity of elements in the virtual live streaming scene located outside the core display area.
[0127] In some alternative implementations, the elements of the virtual live-streaming scene located outside the core display area include dynamic environmental elements and virtual avatars representing background human activities. The device also includes: The active intervention module is used to predict the movement path of virtual avatars representing human activities in the background. When it is predicted that a movement path will enter the core display area in the future, it triggers active behavior adjustment for the virtual avatars representing human activities in the background, guiding the virtual avatars to change their movement path or to make the virtual avatars appear in an avoidance state, so that the rendering resource allocation of elements located in the core display area is not affected.
[0128] The VR-based product live-streaming room interaction device provided in this embodiment of the invention can execute the VR-based product live-streaming room interaction method provided in any embodiment of the invention, and has the corresponding functional modules and beneficial effects for executing the method. Further functional descriptions of the above modules and units are the same as in the corresponding embodiments described above, and will not be repeated here.
[0129] Figure 6 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention.
[0130] The following is a detailed reference. Figure 6 This diagram illustrates a suitable structural design for implementing an electronic device according to embodiments of the present invention. The electronic device may include a processor (e.g., a central processing unit, graphics processor, etc.) 601, which can perform various appropriate actions and processes based on a program stored in read-only memory (ROM) 602 or a program loaded from memory 608 into random access memory (RAM) 603. RAM 603 also stores various programs and data required for the operation of the electronic device. The processor 601, ROM 602, and RAM 603 are interconnected via a bus 604. An input / output (I / O) interface 605 is also connected to the bus 604.
[0131] Typically, the following devices can be connected to I / O interface 605: input devices 606 including, for example, touchscreens, touchpads, keyboards, mice, cameras, microphones, accelerometers, gyroscopes, etc.; output devices 607 including, for example, liquid crystal displays (LCDs), speakers, vibrators, etc.; memory devices 608 including, for example, magnetic tapes, hard disks, etc.; and communication devices 609. Communication device 609 allows electronic devices to communicate wirelessly or wiredly with other devices to exchange data. Although Figure 6 Electronic devices with various devices are shown, but it should be understood that it is not required to implement or have all of the devices shown, and more or fewer devices may be implemented or have instead.
[0132] In particular, according to embodiments of the present invention, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, embodiments of the present invention include a computer program product comprising a computer program carried on a non-transitory computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via a communication device 609, or installed from a memory 608, or installed from a ROM 602. When the computer program is executed by the processor 601, it performs the functions defined in the VR-based product live-streaming interactive method of the embodiments of the present invention.
[0133] Figure 6 The electronic device shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments of the present invention.
[0134] This invention also provides a computer-readable storage medium. The methods described above according to embodiments of the invention can be implemented in hardware or firmware, or implemented as computer code that can be recorded on a storage medium, or implemented as computer code downloaded via a network and originally stored on a remote storage medium or a non-transitory machine-readable storage medium and then stored on a local storage medium. Thus, the methods described herein can be processed by software stored on a storage medium using a general-purpose computer, a dedicated processor, or programmable or dedicated hardware. The storage medium can be a magnetic disk, optical disk, read-only memory, random access memory, flash memory, hard disk, or solid-state drive, etc.; further, the storage medium can also include combinations of the above types of memory. It is understood that computers, processors, microprocessor controllers, or programmable hardware include storage components capable of storing or receiving software or computer code. When the software or computer code is accessed and executed by the computer, processor, or hardware, the VR-based product live-streaming interactive method shown in the above embodiments is implemented.
[0135] A portion of this invention can be applied as a computer program product, such as computer program instructions, which, when executed by a computer, can invoke or provide the methods and / or technical solutions according to the invention through the operation of the computer. Those skilled in the art will understand that the forms in which computer program instructions exist in a computer-readable medium include, but are not limited to, source files, executable files, installation package files, etc. Correspondingly, the ways in which computer program instructions are executed by a computer include, but are not limited to: the computer directly executing the instructions, or the computer compiling the instructions and then executing the corresponding compiled program, or the computer reading and executing the instructions, or the computer reading and installing the instructions and then executing the corresponding installed program. Here, the computer-readable medium can be any available computer-readable storage medium or communication medium accessible to a computer.
[0136] Although embodiments of the invention have been described in conjunction with the accompanying drawings, those skilled in the art can make various modifications and variations without departing from the spirit and scope of the invention, and such modifications and variations all fall within the scope defined by the appended claims.
Claims
1. A VR-based product live room interaction method, characterized in that, The method comprises: acquiring live scene information; according to the live scene information, demarcating at least one core display area in a virtual live scene; according to the core display area, performing differential VR rendering resource allocation processing on elements in different spatial positions in the virtual live scene to obtain a preset presentation mode of the core display area.
2. The VR-based product live room interaction method according to claim 1, characterized in that, The acquisition of the live scene information comprises: acquiring anchor explanation state information, user visual focus information, and environment perception information, and taking the anchor explanation state information, the user visual focus information, and the environment perception information as the live scene information.
3. The VR-based product live room interaction method according to claim 2, characterized in that, The anchor explanation state information is acquired by the following method: collecting audio data of the anchor and analyzing the audio data by using voice recognition technology to identify the explanation content of the anchor; acquiring the real-time position of the anchor avatar in the virtual live scene through the VR device worn by the anchor; taking the explanation content and the real-time position of the anchor as the anchor explanation state information.
4. The VR-based product live room interaction method according to claim 3, characterized in that, The user visual focus information is acquired by the following method: acquiring a fixation point of the user, the fixation point being obtained through an eye movement tracking sensor built in a VR headset worn by the user; when detecting that the continuous fixation time length of the fixation point on a virtual object or area exceeds a first preset threshold, determining the position information corresponding to the virtual object or area as the user visual focus information.
5. The VR-based product live room interaction method according to claim 4, characterized in that, According to the live scene information, demarcating at least one core display area in a virtual live scene comprises: when it is identified that the explanation content of the anchor involves a preset product, taking the position of the preset product in the virtual live scene as the center, demarcating a first area as a core display area according to a preset range demarcation rule; taking the position of the real-time position of the anchor avatar in the virtual live scene as the center, demarcating a second area as a core display area according to a preset range demarcation rule; when it is identified that the fixation point is located outside the preset product and the real-time position of the anchor avatar, taking the position of the fixation point in the virtual live scene as the center, demarcating a third area as a core display area according to a preset range demarcation rule.
6. The VR-based product live room interaction method according to claim 1, characterized in that, According to the core display area, performing differential VR rendering resource allocation processing on elements in different spatial positions in the virtual live scene comprises: for elements of the virtual live scene located in the core display area, improving visual rendering details and / or enhancing the associated audio clarity; for elements of the virtual live scene located outside the core display area, reducing visual rendering details and / or weakening the associated audio clarity.
7. The VR-based product live room interaction method according to claim 6, characterized in that, The elements of the virtual live scene located outside the core display area include dynamic environmental elements and avatars representing background human activities, and the method further comprises: predicting the moving path of the avatars representing the background human activities; when it is predicted that the moving path will enter the core display area in a future time period, triggering active behavior adjustment for the avatars representing the background human activities to guide the avatars to change the moving path or to present an avoidance state, so that the rendering resource allocation of the elements located in the core display area is not affected.
8. The VR-based product live room interaction method according to claim 6, characterized in that, The preset presentation mode of the core display area is that the presentation quality of elements located in the core display area is higher than that of elements located outside the core display area.
9. A VR-based product live room interaction device, characterized in that, The device comprises: a live scene information acquisition module, configured to acquire live scene information; a core display area demarcation module, configured to demarcate at least one core display area in a virtual live scene according to the live scene information; a VR rendering resource allocation module, configured to perform differential VR rendering resource allocation processing on elements at different spatial positions in the virtual live scene according to the core display area, to obtain a preset presentation mode of the core display area.
10. An electronic device, comprising: comprise: a memory and a processor, which are in communication connection with each other, the memory stores computer instructions, and the processor executes the computer instructions to perform the VR-based product live room interaction method in any one of claims 1 to 8.