Virtual displacement prop-based interaction method, apparatus and device, and storage medium

By enabling collaborative interaction between virtual objects and speed-changing devices, the speed of virtual displacement props can be altered, solving the problem of virtual objects waiting for props to move. This achieves richer human-computer interaction and collaboration, and expands the interactivity of virtual displacement props.

CN122006244APending Publication Date: 2026-05-12TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2024-11-11
Publication Date
2026-05-12

AI Technical Summary

Technical Problem

In applications based on virtual environments, when virtual displacement props are used, virtual objects can only wait for the props to move to the target location, resulting in limited human-computer interaction methods.

Method used

The speed of a virtual displacement prop can be changed through the collaborative interaction between at least two virtual objects and a speed-changing device. This includes displaying the speed-changing device of the virtual displacement prop and responding to the interactive operations of the virtual objects to achieve the speed change of the virtual displacement prop.

Benefits of technology

It enhances communication and collaboration between virtual objects, provides a novel human-computer interaction method, expands the interactivity of virtual displacement props, and allows for shortening or lengthening the time of virtual displacement processes.

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Abstract

The invention discloses an interaction method and device based on a virtual displacement prop, equipment and a storage medium, and belongs to the field of virtual environments. The method comprises the following steps: displaying at least two virtual objects in a virtual environment and a virtual displacement prop, wherein the virtual displacement prop corresponds to a speed change device; displaying that the virtual displacement prop bears at least two virtual objects to move at a first displacement speed; in response to interaction operation of at least two virtual objects on the speed change device in a cooperative mode, changing the first displacement speed of the virtual displacement prop into a second displacement speed; and displaying the virtual displacement prop to bear the at least two virtual objects to move at the second displacement speed. Therefore, the man-machine interaction mode is expanded.
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Description

Technical Field

[0001] This application relates to the field of virtual environments, and in particular to an interaction method, apparatus, device, and storage medium based on virtual displacement props. Background Technology

[0002] In applications based on virtual environments, virtual objects located in the virtual environment are displayed on the terminal device, and users can interact with the virtual objects in the virtual environment by controlling them.

[0003] In related technologies, users control virtual objects to move in a virtual environment using virtual displacement tools, thereby moving the virtual objects from their initial position to a target position in the virtual environment.

[0004] Because when using virtual displacement props, virtual objects can only wait for the virtual displacement props to move to the target location, the human-computer interaction methods are limited. Summary of the Invention

[0005] This application provides an interaction method, apparatus, device, and storage medium based on virtual displacement props, which can be used to expand human-computer interaction methods. The technical solution is as follows:

[0006] On one hand, embodiments of this application provide an interaction method based on virtual displacement props, the method comprising:

[0007] Display at least two virtual objects and a virtual displacement prop located in a virtual environment, wherein the virtual displacement prop has a corresponding speed change device;

[0008] The virtual displacement prop is shown to carry the at least two virtual objects to move at a first displacement speed;

[0009] In response to the interactive operation of the at least two virtual objects on the speed change device in a cooperative manner, the first displacement speed of the virtual displacement prop is changed to the second displacement speed;

[0010] The virtual displacement prop is shown to carry the at least two virtual objects to move at the second displacement speed.

[0011] On the other hand, an interactive device based on a virtual displacement prop is provided, the device comprising:

[0012] The display module is used to display at least two virtual objects and a virtual displacement prop located in the virtual environment, wherein the virtual displacement prop has a corresponding speed change device;

[0013] The display module is also used to display that the virtual displacement prop carries the at least two virtual objects to move at a first displacement speed;

[0014] A speed change module is used to change the first displacement speed of the virtual displacement prop to a second displacement speed in response to the interactive operation of the at least two virtual objects in a cooperative manner on the speed change device.

[0015] The display module is also used to display that the virtual displacement prop carries the at least two virtual objects moving at the second displacement speed.

[0016] In one possible implementation, the speed-changing device includes an interactive component, and the speed-changing module is configured to change the first displacement speed of the virtual displacement prop to a second displacement speed in response to an interactive operation in which the at least two virtual objects collaboratively switch the interactive component to a target state.

[0017] In one possible implementation, there are at least two interactive components; the speed changing module is used to display the state of a first virtual object switching to the i-th interactive component among the at least two interactive components, and to display the state of a second virtual object switching to the j-th interactive component among the at least two interactive components, wherein the first virtual object is at least one of the at least two virtual objects, and the second virtual object is at least one of the at least two virtual objects other than the first virtual object; in response to updating the interactive component to be in the target state, the first displacement speed of the virtual displacement prop is changed to a second displacement speed; the updated interactive component includes the i-th interactive component after switching states and the j-th interactive component after switching states; wherein i and j are both positive integers.

[0018] In one possible implementation, the interactive component has a first state and a second state, and the display module is further configured to randomly control or control according to a strategy that the i-th interactive component of the at least two interactive components is in the first state and the j-th interactive component is in the second state; in response to displaying the first virtual object, the i-th interactive component is switched from the first state to the second state, and the j-th interactive component is switched from the second state to the first state.

[0019] In one possible implementation, the interactive component is at least two interactive pedals, each of which has a first state and a second state.

[0020] In one possible implementation, the i-th interactive pedal of the at least two interactive pedals is in a first state, and the j-th interactive pedal of the at least two interactive pedals is in a second state; the first virtual object includes the i-th virtual object, and the second virtual object includes the j-th virtual object, where i and j are both positive integers; the display module is configured to display the i-th virtual object stepping on the i-th interactive component, and the i-th interactive component switching from the first state to the second state after being stepped on; in response to the i-th interactive component switching to the second state, displaying the state of the j-th interactive component switching from the second state to the first state; displaying the j-th virtual object stepping on the j-th interactive component, and the j-th interactive component switching from the first state to the second state after being stepped on.

[0021] In one possible implementation, the speed change module is configured to, in response to the update interaction component being in the target state, determine the second displacement speed corresponding to the target state; and change the first displacement speed of the virtual displacement prop to the second displacement speed.

[0022] In one possible implementation, the speed change module is configured to, in response to the speed change device switching to the target state corresponding to the update interaction component, determine at least one of the number of times, order, frequency, and success rate of the at least two interaction components having their states changed; and determine the second displacement speed corresponding to the target state based on at least one of the number of times, the order, the frequency, and the success rate.

[0023] In one possible implementation, the display module is further configured to display the speed-changing device on the virtual displacement prop in response to the activation operation of the virtual displacement prop.

[0024] In one possible implementation, the display module is further configured to cancel the display of the speed-changing device in response to the virtual displacement prop reaching the target position.

[0025] In one possible implementation, the display module is further configured to display that the virtual displacement prop changes from an active state to an inactive state in response to the virtual displacement prop reaching the target position.

[0026] The technical solution provided in this application has at least the following beneficial effects:

[0027] This application enables the speed change of a virtual displacement prop through the interactive operation of at least two virtual objects and a speed-changing device. This allows for shortening or lengthening the time spent by the virtual displacement prop carrying the virtual object. At least two virtual objects need to interact with the speed-changing device in a cooperative manner to complete the speed change of the virtual displacement prop. This enhances the communication and cooperation between at least two interactive objects that control at least two virtual objects, provides a novel human-computer interaction method, and expands the interactivity of virtual displacement props. Attached Figure Description

[0028] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0029] Figure 1 This is a schematic diagram of the structure of a computer system provided in an embodiment of this application;

[0030] Figure 2 This is a flowchart of an interaction method based on virtual displacement props provided in an embodiment of this application;

[0031] Figure 3 This is a schematic diagram illustrating the activation of a virtual displacement tool according to an embodiment of this application;

[0032] Figure 4 This is a schematic diagram of an interactive component provided in an embodiment of this application;

[0033] Figure 5 This is a schematic diagram illustrating a one-to-one correspondence between virtual objects and interactive components provided in an embodiment of this application;

[0034] Figure 6 This is a schematic diagram illustrating the state switching between interactive components provided in an embodiment of this application;

[0035] Figure 7 This is an overall flowchart of an interaction method based on virtual displacement props provided in an embodiment of this application;

[0036] Figure 8 This is a schematic diagram of the structure of an interactive device based on virtual displacement props provided in an embodiment of this application;

[0037] Figure 9 This is a schematic diagram of the structure of a server provided in an embodiment of this application;

[0038] Figure 10 This is a schematic diagram of the structure of a terminal device provided in an embodiment of this application. Detailed Implementation

[0039] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0040] It should be noted that the terms "first," "second," etc., used in this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.

[0041] First, a brief introduction to the terms used in the embodiments of this application:

[0042] Virtual environment: A scene provided (or displayed) by an application while it is running on a terminal. This virtual environment refers to a scenario created for virtual objects to perform activities. A virtual environment can be two-dimensional, 2.5-dimensional, or three-dimensional. It can be a simulation of the real world, a semi-simulated / semi-fictional scene, or a purely fictional scene. In some embodiments, a virtual environment may also be referred to as a virtual scene.

[0043] Virtual objects are interactive objects within a virtual environment. These objects can be virtual characters, animals, anime characters, etc. Interactive objects can be manipulated via peripheral devices or by clicking on a touchscreen. Each virtual object has its own shape and volume within the virtual environment, occupying a portion of the virtual space. For example, when the virtual environment is three-dimensional, the virtual objects are three-dimensional models created using animation skeletal technology. In some embodiments, interactive objects may also be referred to as players, users, etc.

[0044] Virtual movement props: In a virtual environment, these are props that assist virtual objects in moving from one space to another. They break the limitations of relying solely on virtual objects to walk or run during interaction, allowing users to reach different areas in more diverse ways. Examples include elevators, zip lines, railway tracks, or vehicles with fixed routes.

[0045] In related technologies, during the process of moving using virtual displacement props, at least two virtual objects must wait for the virtual displacement props to move to the target position, resulting in limited human-computer interaction methods.

[0046] To further illustrate the technical solutions provided in the embodiments of this application, a detailed description is provided below in conjunction with the accompanying drawings and specific implementation methods. Although the embodiments of this application provide method operation steps as shown in the following embodiments or drawings, more or fewer operation steps may be included in the method based on conventional or non-inventive effort. For steps that do not logically have a necessary causal relationship, the execution order of these steps is not limited to the execution order provided in the embodiments of this application. In actual processing or when the control device executes the method, it may be executed sequentially or in parallel according to the method shown in the embodiments or drawings.

[0047] Other features and advantages of this application will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the application. The objectives and other advantages of this application may be realized and obtained by means of the structures particularly pointed out in the written description, claims, and drawings.

[0048] Figure 1 A schematic diagram of a computer system provided in an embodiment of this application is shown. The computer system includes a terminal device 101 and a server 102. The terminal device 101 is a terminal device used by the interactive object. A game client capable of providing a virtual displacement item modification interface is installed and running on the terminal device 101. The interaction method based on virtual displacement items provided in this embodiment can be executed by the terminal device 101, or it can be executed jointly by the terminal device 101 and the server 102; this embodiment does not limit the execution of this method.

[0049] This application does not limit the applications that support virtual displacement items. Exemplarily, applications that support virtual displacement items include, but are not limited to: third-person shooter (TPS) games, first-person shooter (FPS) games, multiplayer online battle arena (MOBA) games, multiplayer shooting survival games, massively multiplayer online role-playing games (MMORGs), action role-playing games (ARPGs), role-playing games (RPGs), virtual reality (VR) clients, augmented reality (AR) clients, 3D mapping programs, map simulation programs, social networking clients, and interactive entertainment clients. In some embodiments, the application may also be referred to as a client.

[0050] In some embodiments, the application supporting virtual displacement props can support at least one operating system, and applications running on different operating systems can communicate with each other. In some embodiments, the application supporting virtual displacement props is an application developed based on a 3D engine. In some embodiments, the application supporting virtual displacement props is a standalone application or a network-connected application.

[0051] Server 102 provides background services for the application supporting virtual displacement items installed on terminal device 101. In one possible implementation, server 102 undertakes the main computing work, and terminal device undertakes the secondary computing work; or, server 102 undertakes the secondary computing work, and terminal device undertakes the main computing work; or, server 102 and terminal device collaborate on computing using a distributed computing architecture.

[0052] In one possible implementation, the terminal device 101 is any electronic product capable of human-computer interaction with an interactive object through one or more methods such as a keyboard, touchpad, touch screen, remote control, voice interaction, or handwriting device. Examples include PCs (Personal Computers), mobile phones, smartphones, PDAs (Personal Digital Assistants), wearable devices, handheld portable gaming devices, PPCs (Pocket PCs), tablets, laptops, desktop computers, smart car systems, smart TVs, smart speakers, smartwatches, and in-vehicle terminals, but it is not limited to these.

[0053] Server 102 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms. This application embodiment does not limit this. Server 102 communicates directly or indirectly with terminal device 101 via wired or wireless communication, which is not limited here. Server 102 has data receiving, data processing, and data sending functions. Of course, server 102 may also have other functions, which are not limited in this application embodiment.

[0054] Terminal device 101 can refer to one of a plurality of terminal devices. This embodiment uses terminal device 101 as an example. Those skilled in the art will know that the number of terminal devices 101 can be more or less. For example, there may be only one terminal device 101, or there may be dozens or hundreds of terminal devices 101, or more. This application embodiment does not limit the number or type of terminal devices 101.

[0055] The interaction method based on virtual displacement props provided in this application embodiment can be executed by terminal device 101, server 102, or interactively executed by terminal device 101 and server 102. This application embodiment does not limit this. In some embodiments, terminal device 101 uses the interaction method based on virtual displacement props provided in this application embodiment to send uplink synchronization data to server 102. The uplink synchronization data includes at least one of the following: a movement request whereby a virtual displacement prop carries at least two virtual objects at a first displacement speed; or an interaction operation in response to at least two virtual objects cooperatively switching the interactive components included in the speed-changing device to a target state; or a speed-changing result whereby the first displacement speed of the virtual displacement prop is changed to a second displacement speed. Server 102 verifies the validity of the uplink synchronization data sent by terminal device 101 and simultaneously sends downlink synchronization data to terminal device 101. The downlink synchronization data includes uplink synchronization data from terminal device 101 and other terminal devices that have passed the validity verification.

[0056] For example, terminal device 101 can execute the interaction method based on virtual displacement props provided in the embodiments of this application based on the following process, see [link to relevant documentation]. Figure 1 In part (1), in response to the triggering operation of the first virtual object 103 on the activation button 104, the virtual displacement prop 105 is activated; see also Figure 1 In part (2), after activation, the activation button 106 becomes untriggerable, and the display interface shows the first interactive pedal 107 and the second interactive pedal 108, wherein the first interactive pedal 107 is in an interactive first state, and the second interactive pedal 108 is in an uninteractive second state; the first virtual object 109 is displayed stepping on the first interactive pedal 107; see also Figure 1 In part (3), it shows that after the first interactive pedal 110 is stepped on, it switches from a first state to a non-interactive second state, and the state of the second interactive pedal 111 switches from the second state to an interactive first state; it shows that the second virtual object 112 steps on the second interactive pedal 111, and after the second interactive pedal 111 is stepped on, it switches from the first state to a non-interactive second state; in response to the gear shift device switching to the target state corresponding to the updated interactive component, it determines at least one of the number of times, order, frequency and success rate of the first interactive pedal 110 and the second interactive pedal 111 being changed in state, and determines the second displacement speed corresponding to the target state based on at least one of the number of times, order, frequency and success rate, wherein the updated interactive component includes the first interactive pedal 110 and the second interactive pedal 111 after the state is switched; it changes the first displacement speed of the virtual displacement prop to the second displacement speed; in response to the virtual displacement prop reaching the target position, see Figure 1In part (1), the first and second interactive pedals are de-displayed, and the activation button 104 on the virtual displacement prop 105 is switched to the pending activation state.

[0057] Those skilled in the art should understand that the terminal device 101 and server 102 described above are merely illustrative examples. Other related technologies or terminal devices or servers that may appear in the future, if applicable to this application, should also be included within the scope of protection of this application, and are hereby incorporated by reference.

[0058] Based on the above Figure 1 The computer system shown in this application provides an interaction method based on virtual displacement props. This method can be executed by terminal device 101, server 102, or through interaction between terminal device 101 and server 102. This application does not limit the specific implementation of this method. This application describes the method as being executed by a computer device, which can be either a terminal device or a server. Figure 2 As shown, the interaction based on virtual displacement props provided in this application embodiment may include the following steps 201 to 204.

[0059] In step 201, at least two virtual objects and a virtual displacement prop located in the virtual environment are displayed, and the virtual displacement prop has a corresponding speed change device.

[0060] The virtual objects include at least one of the following: a master virtual object controlled by a terminal device, a teammate virtual object controlled by another terminal device, an enemy virtual object, or a non-player character. This application does not limit the type of virtual objects.

[0061] Furthermore, this application does not limit the number of virtual objects, but the number of virtual objects must be at least two. The at least two objects can be all virtual members of a team, or virtual objects from different teams that all have displacement needs at the same time. This application does not limit the relationship between the at least two virtual objects.

[0062] The display methods of at least two virtual objects and virtual displacement props include, but are not limited to: based on the application's startup operation, the terminal device displays a virtual environment in the display interface, and at least two virtual objects and virtual displacement props are located in the virtual environment.

[0063] Optionally, the method further includes: in response to at least two virtual objects triggering the mounting of virtual displacement items, displaying a screen showing at least two virtual objects mounting virtual displacement items.

[0064] When the virtual displacement prop is a physical prop, such as a virtual elevator, virtual rope, or virtual car, displaying at least two virtual objects riding on the virtual displacement prop includes: at least two virtual objects having a physical entity connection with the virtual displacement prop, such as at least two virtual objects entering a virtual elevator; or at least two virtual objects both grabbing a virtual rope. When the virtual displacement prop is an illusory prop, such as a virtual magic circle or virtual auspicious clouds, displaying at least two virtual objects riding on the virtual displacement prop includes: at least two virtual objects having an illusory conceptual connection with the virtual displacement prop, such as at least two virtual objects having illusory animation effects at their feet indicating the presence of the virtual displacement prop.

[0065] A speed-changing device is used to alter the speed of virtual movement props. By adjusting the speed of virtual movement props using the speed-changing device, interactive objects can more effectively complete interactions based on the interaction needs of the virtual environment, such as quickly escaping danger, rapidly pursuing enemies, or flexibly traversing complex terrain.

[0066] The speed-changing mechanism can achieve speed changes in several ways, including but not limited to: altering the movement parameters of a virtual displacement item within the coordinate system of the virtual environment. These parameters include at least one of the following: coordinate increment per unit time, length of the movement vector, or speed variables related to the application's physics engine. During interaction, the speed-changing mechanism receives input from the interactive object or meets preset trigger conditions, then modifies the speed-related data of the virtual displacement item to achieve the speed change.

[0067] The speed-changing mechanism can take the following forms, including but not limited to: directly adjusting the speed of the virtual displacement prop; adjusting the power source of the virtual displacement prop; adjusting the resistance encountered by the virtual displacement prop during movement; manipulating the rules of time and space through interactive objects; relying on energy carried by the virtual displacement prop itself or obtained from the virtual environment to achieve short-term speed changes; or interacting with components on the speed-changing mechanism through interactive objects. This application does not limit the speed-changing form of the speed-changing mechanism.

[0068] When the speed of a virtual displacement item is directly adjusted to achieve speed change, the speed of the virtual displacement item will be increased or decreased according to a preset ratio or fixed value when the interactive object activates the speed change device. For example, if the interactive object presses the acceleration button, the speed change device will directly increase the current speed of the virtual displacement item by a fixed value, such as 10 meters per second.

[0069] When speed is changed by adjusting the power source of a virtual displacement prop, if the virtual displacement prop is powered, such as a virtual jet ski, the speed change device will increase the power of the virtual jet ski's engine, thereby indirectly increasing its speed. This type of speed change involves adjusting simulated physical parameters during interaction, such as torque and horsepower, and these adjustments will be reflected in the speed and acceleration changes of the virtual displacement prop.

[0070] When speed is varied by adjusting the resistance encountered by a virtual displacement prop during movement, interaction with the speed-changing device can increase or decrease friction, air resistance, and other factors between the virtual displacement prop and the virtual environment. For example, the interactive object can reduce friction with the virtual environment by adjusting certain attributes of its equipment; or, by changing the aerodynamic shape of a virtual aircraft, air resistance can be reduced, increasing flight speed.

[0071] When speed is altered by manipulating the rules of time and space through interactive objects, special settings within the application, such as time-space distortion effects, can be used to adjust the speed of virtual displacement items. For example, an interactive object can activate a time-space acceleration zone, within which the flow of time for the virtual displacement item is faster relative to other areas of the virtual environment, thus achieving the effect of increased speed. Alternatively, a spatial compression channel can be created, allowing the virtual displacement item to move at a faster speed when passing through it, much like traveling through a short-range "wormhole."

[0072] When using the energy reserves of a virtual displacement item or energy obtained from the virtual environment to achieve short-term speed changes, the speed-changing device includes an energy bar. The interactive object activates this at the appropriate time, consuming energy to gain a significant speed boost. For example, the virtual object controlled by the interactive object has a virtual flying skateboard that collects energy crystals on the battlefield. When the energy bar is full, the interactive object activates an energy burst mode, causing the virtual flying skateboard to quickly rush towards enemies or escape danger.

[0073] When speed changes are achieved by interacting with components on the speed-changing device through interactive objects, at least two virtual objects interact with the components on the speed-changing device independently or collaboratively to achieve speed changes for the virtual displacement prop.

[0074] The activation method of the transmission device will be further explained below.

[0075] The activation methods for the speed-changing device include, but are not limited to: activating the speed-changing device in response to the activation operation of the virtual displacement prop; or, during the movement of the virtual displacement prop, displaying a prompt on the interface informing the interactive object of the existence and activation method of the speed-changing device, and activating the speed-changing device in response to the interactive object selecting any activation method. For example, there is a control representing the speed-changing device on the display interface. When the virtual displacement prop meets certain conditions (such as sufficient energy, being in a variable speed area, etc.), the space will flash or change color, and the interactive object can activate the speed-changing device by clicking the control or pressing the corresponding shortcut key; or, the speed-changing device is activated automatically; or, the interactive object activates the speed-changing device through voice commands. This application does not limit the activation method of the speed-changing device.

[0076] As an optional implementation, when the transmission device is activated in response to the activation operation of the virtual displacement prop, the method further includes: displaying the transmission device on the virtual displacement prop in response to the activation operation of the virtual displacement prop.

[0077] Different activation methods work together to create a rich and complex interactive process. Once the virtual displacement prop is activated, the speed change device is displayed, providing a clear and intuitive prompt for the interactive object to interact with the speed change device. This increases the fun, strategy, and social aspects of the interaction, and expands the interactivity of the virtual displacement prop.

[0078] Activation is an interactive action performed by interactive objects in a virtual environment to enable virtual displacement tools to function.

[0079] The activation of virtual displacement props includes, but is not limited to, at least one of the following: manual activation based on interactive objects, automatic activation based on virtual displacement props, activation based on condition triggers, and activation based on a combination of multiple factors.

[0080] When the activation operation is manual activation based on an interactive object, the manual activation methods include, but are not limited to: activation via a button on an external device, such as activating a virtual displacement item by pressing a keyboard key; or activation via a trigger operation of an activation control on the display interface, such as clicking an activation icon on the display interface to activate a virtual displacement item; or activation via a swipe operation in a preset direction on the display interface. This application does not limit the activation method of the virtual displacement item.

[0081] For example, an activation pedal is provided on the virtual displacement prop, and the virtual displacement prop is activated in response to any virtual object stepping on the activation pedal; or, an activation lever is provided at any position around the virtual displacement prop, and the virtual displacement prop is activated in response to a virtual object triggering the activation lever.

[0082] For example, see Figure 3The diagram illustrates the activation of a virtual displacement item. Taking a virtual lift item as an example, with an activation button on the virtual lift item, see [link to example]. Figure 3 In Part A, at least two virtual objects are designated as a first virtual object 301 and a second virtual object 302. When both the first virtual object 301 and the second virtual object 302 enter the virtual lifting prop 303, the activation button 304 is in a pending activation state. In response to the first virtual object 301 stepping on the activation button 304, the virtual lifting prop 303 is activated. See [link to relevant documentation]. Figure 3 The activation button 305 in section B is now active.

[0083] When the activation operation is based on the automatic activation of virtual displacement items, the automatic activation methods include, but are not limited to: plot-triggered activation, for example, in the interactive main storyline, virtual displacement items will be automatically activated according to the needs of the plot; or, automatic activation of virtual displacement items upon arrival at a location, for example, when any virtual object walks onto a teleportation array, the teleportation array will be automatically activated; or, automatic activation of virtual displacement items triggered by dynamic changes in the virtual environment, for example, in the virtual environment, when a flood occurs, the house where any virtual object is located will automatically turn into a floating boat, which serves as a virtual displacement item to help any virtual object survive and move in the flood.

[0084] When the activation operation is condition-triggered, the activation methods include, but are not limited to: character attribute condition-triggered activation, for example, when any virtual object's level reaches a preset level, the virtual displacement item can be activated; or, item collection condition-triggered activation of the virtual displacement item, for example, searching for mysterious puzzle pieces scattered in the corners of various levels, and when all the pieces are collected, they can be assembled into a magical flying carpet item, which will be automatically activated to help the virtual object reach some areas that were previously inaccessible, and the flying carpet serves as a virtual displacement item.

[0085] When the activation operation is triggered by a combination of multiple factors or a special activation, the activation methods include, but are not limited to: the combination of virtual object attributes and virtual environment factors triggering the activation of virtual displacement props. For example, when the attribute value of a virtual object reaches a threshold and it is in a high-temperature volcanic environment, the fireproof cloak on the virtual object will turn into a skateboard that can slide on lava, and the skateboard serves as a virtual displacement prop; or, the combination of plot, virtual object, and prop factors triggering the activation of virtual displacement props. For example, after the interactive object completes a plot task, the intelligence attribute of the virtual object controlled by the interactive object reaches the standard, and the interactive object collects magic runes. At this time, the interactive object can activate a magic mirror that can freely travel in the dream world, and the magic mirror serves as a virtual displacement prop.

[0086] In step 202, the virtual displacement prop is shown to carry at least two virtual objects moving at a first displacement speed.

[0087] The first displacement velocity is the rate at which a virtual displacement prop moves at least two virtual objects. The first displacement velocity is relative to the coordinate system of the virtual environment. For example, in a map corresponding to a two-dimensional virtual environment, the first displacement velocity can be measured by the number of pixels moved per unit time. If a virtual displacement prop moves horizontally by 100 pixels in 1 second, then this is its displacement velocity in that direction. Velocity is relative and can be affected by factors such as the terrain in the virtual environment and the properties of the virtual displacement prop itself.

[0088] The first displacement velocity can also be understood as average velocity or instantaneous velocity. Average velocity refers to the ratio of total displacement to total time over a relatively long period of movement. Instantaneous velocity, on the other hand, is the movement speed of a virtual displacement item at a specific instant. For example, when a virtual displacement item accelerates or decelerates, its instantaneous velocity changes, while the average velocity reflects the approximate speed of the entire movement process. This application does not limit the understanding of the first displacement velocity.

[0089] A virtual displacement item's ability to carry at least two virtual characters indicates that the item has sufficient space or structure to accommodate at least two virtual objects. For example, a virtual warship can carry numerous soldiers; the warship's deck area and cabin space are physical manifestations of this carrying function. Carrying implies a relationship of ownership between the virtual displacement item and any one of the at least two virtual objects. Once any virtual object is equipped with a virtual displacement item, its movement is linked to the movement of the item, moving along with it.

[0090] The display of the movement of at least two virtual objects includes, but is not limited to, presenting visual effects showing the corresponding actions of at least two virtual objects when the virtual displacement prop begins to move; or, emitting sound effects matching the movement state when at least two virtual objects move. For example, in an interaction where a virtual car is used as a virtual displacement prop, when the virtual car starts, accelerates, turns, or brakes, at least two virtual objects inside the car will sway, lean forward, or tilt backward with the movement of the vehicle. The animation effects of the display process are achieved through pre-made animation frames or real-time calculations.

[0091] For virtual displacement props themselves, the display methods of their movement process include, but are not limited to, at least one of the following: changes in their position and direction within the virtual environment, preset visual effects, or sound effects corresponding to their movement state during the movement process. For example, the movement of a virtual displacement prop is accompanied by changes in lighting effects. At the same time, the virtual displacement prop will leave some visual traces during its movement, such as a virtual car kicking up dust when driving on a dirt road, or a virtual airplane leaving a contrail when flying in the sky.

[0092] In step 203, in response to the interactive operation of at least two virtual objects on the transmission device in a cooperative manner, the first displacement speed of the virtual displacement prop is changed to the second displacement speed.

[0093] Collaborative operation refers to a cooperative mode in which at least two virtual objects interact to change the speed of a virtual movement item by manipulating its gearshift mechanism. This is not an independent action by a single virtual object, but rather a method of operation where at least two virtual objects cooperate and coordinate with each other. For example, in multiplayer online racing, the virtual movement item is a race car, and its gearshift mechanism can be operated collaboratively by the driver and the co-driver (two virtual objects). The driver is responsible for controlling basic driving operations, while the co-driver adjusts the gearshift mechanism through actions (such as pressing a specific button) to achieve the optimal cornering speed.

[0094] The types of collaboration methods include, but are not limited to: at least two virtual objects collaborating sequentially; or at least two virtual objects collaborating synchronously.

[0095] It should be noted that the collaboration method of at least two virtual objects is not limited to the sequential collaboration and synchronous collaboration mentioned above. All virtual objects may collaborate sequentially; or, all virtual objects may collaborate synchronously; or, the first part of virtual objects may collaborate sequentially and the second part of virtual objects may collaborate synchronously. In this case, the virtual objects included in the first part of virtual objects are not exactly the same as the virtual objects included in the second part of virtual objects.

[0096] The following section elaborates on the sequential collaboration method of at least two virtual objects.

[0097] This application does not restrict the order of collaboration when at least two virtual objects collaborate sequentially. This includes, but is not limited to, at least one of the following: chronological order; spatial order; order of object attributes; or order of item usage.

[0098] When sequential collaboration is performed according to time sequence, at least two virtual objects interact with the transmission device in sequence; or, there is a time interval requirement for collaboration between at least two virtual objects.

[0099] When at least two virtual objects interact with a speed-changing device in a sequential order, this order is determined by at least one of the following: the interactive storyline, mission requirements, or the design of the device itself. For example, if the virtual displacement device is a spaceship, the speed-changing device requires two virtual objects to operate. Virtual object A first needs to initiate an energy preheating program in the spaceship's cockpit, activating part of the spaceship's energy system. Then, virtual object B, in the spaceship's engine room, manually adjusts key engine parameters based on the completion of the energy preheating. Only after virtual object A's operation is completed and virtual object B completes its operation within a suitable timeframe will the spaceship's speed increase. This collaborative sequence is applicable to various interactions requiring multiple steps and sequential logic.

[0100] When there is a time interval requirement for collaboration between at least two virtual objects, the time interval can be fixed or it can vary based on certain dynamic factors. For example, a virtual displacement prop is a stage moving along a music track, and the operation of the speed-changing device requires two virtual objects. Virtual object A needs to press a button on a strong beat of the music, and then after a fixed number of beats, virtual object B presses another button at the corresponding rhythm point, so that the stage's movement speed increases according to the music rhythm.

[0101] When cooperating sequentially according to spatial location, at least two virtual objects complete operations related to the transmission device within the spatial region; or, at least two virtual objects complete operations sequentially along the path.

[0102] When at least two virtual objects complete operations related to the speed-changing device within a spatial area, with different virtual objects corresponding to different areas, the speed of the virtual displacement item changes when all operations in all areas are completed as required. For example, virtual object A finds a magic circle in area A of the speed-changing device and stands on it; virtual object B operates the mechanism on the speed-changing device in area B to adjust the energy flow; and virtual object C locks the energy direction in area C by operating a special rune. Only when all three virtual objects have completed the correct operations in their respective areas can the speed-changing device change the speed of the virtual displacement item.

[0103] When at least two virtual objects complete their operations sequentially along the path, each virtual object has its own function at the operation point on the path, which together affect the transmission device.

[0104] When virtual objects collaborate sequentially according to their object attributes, each virtual object's attributes determine its role in operating the transmission device. Virtual objects need to undertake operational tasks related to the transmission device based on their role attributes.

[0105] When collaborating sequentially according to the order in which items are used, different virtual objects need to use items and activate their functions in a certain order to affect the speed-changing device. Virtual objects need to collect different items and, according to prompts or task requirements, collaborate with other virtual objects to use the items in sequence to operate the speed-changing device of the virtual displacement item.

[0106] The following section elaborates on the synchronous collaboration method involving at least two virtual objects.

[0107] Synchronous collaboration can be understood as at least two virtual objects interacting with the speed-changing device simultaneously. Each of the at least two virtual objects controls a different interactive component on the speed-changing device, thereby enabling the device to change the speed of the virtual displacement object.

[0108] As an optional implementation, the current interaction data is used as input to the sequential recommendation model, and a recommended order is output based on the pre-trained sequential recommendation model; wherein, the recommended order is the interaction operation order of at least two virtual objects on the transmission device in the collaborative mode.

[0109] The training of the sequential recommendation model will be explained below.

[0110] Collect a large amount of historical data from the application's server side regarding the interaction between virtual objects and speed-changing devices when using virtual movement items. This historical data includes, but is not limited to, at least one of the following: virtual object attributes (e.g., object type, level, skills), the type and status of the interactive component corresponding to the speed-changing device, the timestamp of each interaction, and information about the virtual environment (e.g., terrain, obstacles, enemy distribution), or changes in the speed of the virtual movement item after the interaction. Additionally, collect text data related to discussions about virtual objects interacting with speed-changing devices in relevant forums and social media groups. This text data includes, but is not limited to, at least one of the following: successful strategies shared by the interacting objects, problems encountered, or opinions on different interaction sequences.

[0111] The collected data is cleaned to remove erroneous, duplicate, and incomplete data. For example, data containing abnormal operation records due to network issues or unreasonable interaction sequences caused by accidental operations of interactive objects is filtered out. For missing data, data imputation methods can be used to supplement it, such as estimating missing values ​​based on other operation data of the same interactive object in similar scenarios.

[0112] Features related to the interaction sequence of virtual objects and transmission devices are extracted from the cleaned data. These features include individual characteristics of virtual objects (such as agility attributes and reaction speed-related indicators), characteristics of transmission devices (such as activation difficulty and their impact weight on speed), and characteristics of the virtual environment (such as environmental complexity and danger level). These features are then encoded, for example, by converting virtual object types to one-hot encoding and normalizing continuous attribute values, enabling the data to be effectively processed by the model.

[0113] This can be achieved using deep neural networks, long short-term memory networks, or reinforcement learning models. Taking deep neural networks as an example, a multi-layered neural network is constructed. The input layer receives encoded feature data, including various attributes of the virtual object and the transmission device, as well as features of the virtual environment. The intermediate hidden layers can use multiple neurons and appropriate activation functions to learn complex patterns in the data. The output layer outputs a recommended order of interaction between the virtual object and the transmission device, for example, representing the probability of different interaction orders as a probability distribution.

[0114] The preprocessed data is divided into training, validation, and test sets according to a certain proportion (e.g., 70%, 15%, 15%). The training set is used for model parameter learning, the validation set is used to adjust the model's hyperparameters (e.g., learning rate, number of hidden layer neurons) during training, and the test set is used to evaluate the performance of the trained model on unseen data. Appropriate training algorithms are used, such as stochastic gradient descent and its variants. The model parameters are adjusted by minimizing the loss function (e.g., cross-entropy loss function for classification tasks, mean squared error loss function for regression tasks). During training, the model continuously learns the mapping relationship between input features and the correct collaborative order, updating the neural network weights through backpropagation.

[0115] The model's hyperparameters are tuned by evaluating its performance on the validation set. For example, if the model's accuracy on the validation set is found to be low, adjustments can be made to the learning rate, the number of hidden layers, or the number of neurons. Simultaneously, regularization techniques (such as L1 and L2 regularization) can be used to prevent overfitting and improve the model's generalization ability. Through multiple iterations of training and optimization, the model is trained until it achieves satisfactory performance on both the validation and test sets.

[0116] The following describes a method for recommending the order of the transmission device during the collaboration process to at least two interactive objects using a trained sequential recommendation model.

[0117] The trained sequence recommendation model is embedded into the application, enabling it to acquire interaction data in real time. When a virtual displacement prop is activated and at least two virtual objects need to interact with the transmission device, the model immediately analyzes the current virtual environment, virtual object attributes, and the state of the transmission device.

[0118] Based on the analysis results, the model quickly generates a recommended order of interaction between at least two virtual objects and the transmission device.

[0119] Recommended methods for presenting at least two virtual objects in a specific order include, but are not limited to: displaying the order of interactive operations for each virtual object on the display interface with prominent icons or text prompts; or informing at least one of the virtual objects via voice prompts.

[0120] When the transmission includes interactive components, the following section will further elaborate on the interactive operation of the transmission in a collaborative manner.

[0121] As an optional implementation, changing the first displacement speed of a virtual displacement prop to a second displacement speed in response to an interactive operation of at least two virtual objects in a cooperative manner on the transmission device includes: changing the first displacement speed of the virtual displacement prop to a second displacement speed in response to an interactive operation of at least two virtual objects in a cooperative manner switching the interactive component to a target state.

[0122] Interactive components allow virtual objects to clearly understand how to interact with them to change the speed of virtual movement props, increasing the interactivity of the interaction. The target state is the key condition for changing the speed of virtual movement props, giving the operation of changing the speed of virtual movement props accuracy and strategy, thereby expanding the ways of human-computer interaction.

[0123] Interactive components are part of the speed control mechanism of virtual movement items, serving as the interface between the virtual object and the speed control. Functions are triggered through interactive operations on the virtual object, thereby affecting the speed of the virtual movement item. Interactive components include, but are not limited to: virtual buttons, levers, knobs, touchscreen areas, or at least one of the following special devices: magic runes, energy crystals, etc.

[0124] Optionally, the timing of displaying the interactive component is not limited in this application, including but not limited to: displaying the interactive component in response to at least two virtual objects being equipped with virtual displacement props; or, displaying the interactive component in response to activating a virtual displacement prop.

[0125] "At least two virtual objects are equipped with virtual displacement props" can be understood as at least two virtual objects being fully mounted on the virtual displacement props. For example, when the virtual displacement prop is an elevator, the interactive component is an interactive pedal, and the number of virtual objects is four, "at least two virtual objects are equipped with virtual displacement props" means that all four virtual objects enter the elevator and the interactive pedal is displayed.

[0126] In response to the activation of virtual displacement props, the display of interactive components can take the following forms, including but not limited to: displaying them in a physically simulated form, such as the gear shift lever and accelerator pedal in a car; or displaying them with a mysterious magical quality, such as mysterious runes distributed on a magic broom, which the virtual object needs to activate through gestures or magic incantations, and each rune, once activated, will change the broom's flight speed or handling performance; or displaying them as a high-tech control panel or touch interface, such as in a virtual displacement prop for a spaceship, where the virtual object operates various glowing buttons, sliders, and holographic projection interfaces on the spaceship's control panel to adjust the spaceship's speed.

[0127] For example, see Figure 4 The diagram illustrates an interactive component display. Taking two interactive components as an example, in response to the activation of a virtual displacement prop, a first interactive pedal 402 is displayed under the feet of the first virtual object 401, and a second interactive pedal 404 is displayed under the feet of the second virtual object 403. It should be noted that after the first virtual object 401 activates the virtual displacement prop from the first position 405, it quickly moves to the position of the first interactive pedal 402, which is a cylindrical three-dimensional (3D) pedal.

[0128] A target state is a setting or condition for an interactive component. When an interactive component reaches this state, it triggers a change in the speed of the virtual displacement item. Target states include, but are not limited to, a precise numerical setting, such as a button being pressed or a lever being pulled to a position; or a combination of multiple interactive component states, such as multiple buttons being pressed in sequence, or multiple knobs being adjusted to a preset scale value.

[0129] Switching refers to the process by which a virtual object manipulates an interactive component, causing it to change from its current state to another. This process can be a one-time action, such as pressing a button to change from a "not triggered" state to a "triggered" state; or it can be a continuous adjustment, such as rotating a knob to gradually change its angle value.

[0130] The switching methods include, but are not limited to, at least one of discrete switching or continuous switching. Discrete switching refers to a clear, non-continuous change in the state of an interactive component under interactive operation. For example, in a gear shifter interactive component with multiple gears, each gear shift operation involves switching from one gear to another, with no intermediate state between gears. Continuous switching, on the other hand, involves a continuous change in the state of an interactive component within a certain range. For example, adjusting the speed of a virtual displacement tool by sliding a slider on a touchscreen allows the slider's position to change within a continuous interval, thus achieving smooth speed adjustment.

[0131] It should be noted that this application does not limit the number of interactive components. The number of interactive components and the interactive operation of switching the interactive component to the target state by at least two virtual objects in a collaborative manner are also different.

[0132] When the number of interactive components is one, the interactive operation includes, but is not limited to: at least two virtual objects taking turns operating; or at least one of the following: at least two virtual objects operating simultaneously.

[0133] At least two virtual objects take turns operating a unique interactive component at regular time intervals. Similar to a relay race, each virtual object interacts after a predetermined time or event trigger. For example, in a virtual displacement device called a magic carousel, the unique interactive component is a magic start button. If there are two virtual objects, an elf and a dwarf, they need to take turns pressing the magic start button to accelerate the carousel. The elf presses the magic start button first, giving the carousel an initial speed. Then, after a period of time (perhaps the carousel completes one rotation or a beat of music), the dwarf presses the magic start button to further increase the carousel's speed.

[0134] At least two virtual objects simultaneously operate a single interactive component, combining their power, energy, or special abilities to create a more powerful effect, thereby altering the speed of the virtual displacement device. For example, if the virtual displacement device is a spaceship, and the only interactive component is the thrusters at the stern, when there are two virtual objects, both of them placing their hands on the thrusters simultaneously will give the spaceship a speed boost far exceeding that of a single person operating it.

[0135] When there are at least two interactive components, if the number of interactive components is the same as the number of virtual objects, each of the at least two virtual objects selects one interactive component to perform a collaborative interactive operation.

[0136] As an optional implementation, in response to an interactive operation in which at least two virtual objects collaboratively switch an interactive component to a target state, changing the first displacement speed of a virtual displacement prop to a second displacement speed includes: displaying the state of the first virtual object switching the i-th interactive component among the at least two interactive components, and displaying the state of the second virtual object switching the j-th interactive component among the at least two interactive components, wherein the first virtual object is at least one of the at least two virtual objects, and the second virtual object is at least one of the at least two virtual objects other than the first virtual object; in response to updating the interactive component to be in the target state, changing the first displacement speed of the virtual displacement prop to the second displacement speed; the updated interactive component includes the i-th interactive component after the state switch and the j-th interactive component after the state switch; wherein i and j are both positive integers.

[0137] When there are two interactive components, the speed of the virtual displacement prop is controlled by the collaboration of the first virtual object and the second virtual object and the interaction of the interactive components. This improves the strategic nature of the interaction and the efficiency of changing the speed of the virtual displacement prop, thereby expanding the interactivity based on the virtual displacement prop.

[0138] Depending on the type of interactive component, the state of the i-th interactive component includes, but is not limited to, at least one of the following: physical state, numerical state, or functional state. Regarding the physical state, taking a virtual spaceship with two interactive components as an example, the i-th interactive component is a physical switch with two states: "on" and "off". When the switch is in the "on" state, a certain power system of the spaceship is activated, preparing for speed adjustment; when it is in the "off" state, the power system stops working. Regarding the numerical state, for example, the i-th interactive component is a turbocharger adjustment knob, whose state can be represented by a value from 0 to 10. Different values ​​correspond to different degrees of turbocharger effect, thus affecting the speed of the vehicle; changes in the value represent state switching. Regarding the functional state, assuming the i-th interactive component is a magic crystal, it has multiple functional states such as "attack acceleration," "defense enhancement," and "speed boost." The virtual object switches the magic crystal between functional states through preset operations (such as chanting spells, gestures, etc.). When switched to the "speed boost" state, it directly affects the speed of the virtual displacement item.

[0139] For an explanation of the state of the j-th interactive component, please refer to the relevant explanation of the state of the i-th interactive component above, which will not be repeated here.

[0140] The first virtual object can be any one of at least two virtual objects; or two of at least two virtual objects; or more than two of at least two virtual objects. This application does not limit the number of first virtual objects. The second virtual object can be any one of at least two virtual objects; or two of at least two virtual objects; or more than two of at least two virtual objects. This application does not limit the number of first virtual objects. It should be noted that the second virtual object and the first virtual object may not share any common virtual objects.

[0141] The switching operation methods include, but are not limited to, at least one of direct or indirect operation. When the first virtual object switches the state of the i-th interactive component through direct interaction, for example, the first virtual object directly presses a virtual button, thus switching the button from a "not pressed" state to a "pressed" state. When switching states requires indirect means, for example, if the i-th interactive component is an upgrade module of a city defense tower, its state upgrade requires the first virtual object to collect resources, complete tasks, or meet certain conditions (such as reaching a certain stage of city development). The first virtual object needs to perform a series of activities in the virtual environment to indirectly switch the state of this interactive component from a low level to a high level, thereby affecting the performance of virtual displacement props related to the city defense tower (such as patrol airships), such as speed.

[0142] When displaying the first virtual object switching the state of the i-th interactive component among at least two interactive components, the display method includes, but is not limited to: responding to a control operation of the first virtual object by any other interactive object; or responding to a control operation of a non-player character by the application. When controlling the first virtual object to switch the state of the i-th interactive component among at least two interactive components, that is, the interactive object of the current terminal device controls the first virtual object to switch; or the server controls the first virtual object to switch, this application does not limit the control method.

[0143] For example, the state of the i-th interactive component can be switched via a button. For instance, the button for switching the state of an interactive component could be a key on a keyboard, such as the "E" key. After the interactive object controls the first virtual character to approach the button, pressing the "E" key will switch the state. Alternatively, the operation of switching the state of the i-th interactive component can be mapped to a button or joystick on a gamepad. For example, the "A" button on the gamepad can be used to turn the interactive component on and off, or the state of a numerical interactive component can be adjusted by directional movement of the joystick.

[0144] It should be noted that the process of displaying the state of the j-th interactive component among at least two interactive components of the second virtual object can be exactly the same as, or completely different from, the process of displaying the state of the i-th interactive component among at least two interactive components of the first virtual object, or partially the same and partially different. This application does not restrict the display of the state of the j-th interactive component among at least two interactive components of the second virtual object, nor does it restrict the control of the state of the j-th interactive component among at least two interactive components of the second virtual object.

[0145] As an optional implementation, at least two virtual objects correspond one-to-one with the interactive components.

[0146] The balance between the number of virtual objects and interactive components ensures that each virtual object has an associated interactive component, preventing virtual objects from being idle or interactive components from being unattended. This saves interaction resources and improves the interaction efficiency between virtual objects and interactive components.

[0147] When at least two virtual characters correspond one-to-one with interactive components, it can be understood that the number of virtual objects and interactive components is equal. That is, each virtual object can be responsible for exactly one interactive component, and this matching of numbers provides a clear architecture for the collaboration method.

[0148] It should be noted that each interactive component in the at least two interactive components may be the same or different; some interactive components may be the same or some may be different. This application does not restrict the component types of the at least two interactive components.

[0149] Each virtual object possesses unique skills and attributes, while interactive components also have their own functional requirements. This one-to-one correspondence is reflected in the matching of the two. For example, if a virtual object excels in controlling magical power, its corresponding interactive component would be a magical energy amplifier, requiring the use of its magical skills to precisely adjust the energy intensity. Conversely, if a virtual object is a strength-based virtual object, its corresponding interactive component would be a mechanical lever that requires considerable force to operate. This matching of virtual object skills with interactive component functions allows each virtual object to leverage its strengths during collaboration.

[0150] For example, see Figure 5 The diagram shows a one-to-one correspondence between virtual objects and interactive components. The virtual displacement prop 501 has a first virtual object 502, a second virtual object 503, a third virtual object 504, and a fourth virtual object 505. The first virtual object 502 corresponds to a first interactive component 506, the second virtual object 503 corresponds to a second interactive component 507, the third virtual object 504 corresponds to a third interactive component 508, and the fourth virtual object 505 corresponds to a fourth interactive component 509.

[0151] As an optional implementation, the interactive component has a first state and a second state. The method further includes: randomly controlling or controlling according to a strategy that the i-th interactive component of at least two interactive components is in the first state and the j-th interactive component is in the second state; in response to displaying a first virtual object, switching the i-th interactive component from the first state to the second state, and displaying the j-th interactive component switching from the second state to the first state.

[0152] The switching of interactive component states and their mutual responses enrich the interactive experience and bring more strategic and dynamic experiences to the interactive objects, thereby improving the focus of the interactive objects during the interaction process and thus improving the efficiency of human-computer interaction.

[0153] The first and second states of an interactive component represent two different settings during interaction, signifying different attributes or functionalities of the component. For example, taking a valve as an interactive component, the first state is the closed state, where no liquid or gas passes through; the second state is the open state, allowing the flow of matter, thus affecting the power and speed of virtual displacement props (such as steam locomotives).

[0154] The first and second states are closely linked to the functions of the interactive components. Taking the interactive component of a magic flying carpet's acceleration device as an example, the first state is the normal mode, where the magic flying carpet flies at a stable but relatively low speed; the second state is the acceleration mode, which, when activated, greatly increases the speed of the magic flying carpet.

[0155] The presentation of the first state and the second state includes, but is not limited to, at least one of the following: visual presentation, auditory presentation, or tactile presentation.

[0156] When presented visually, obvious changes in appearance distinguish the first and second states. For example, a button interactive component might be gray and matte in the first state, but become colorful and glowing in the second state, intuitively conveying the change in its state to the interactive object. For some mechanical interactive components, such as gears, they might be stationary in the first state, but begin to rotate in the second state, possibly accompanied by glowing or color changes in the gear texture. Besides static appearance differences, dynamic effects are also an important way to present state distinctions. For example, an energy crystal interactive component might flicker slightly in the first state, but generate strong light pulses in the second state, with the light propagating along a pre-defined path (such as the energy transmission channel of a virtual displacement item), indicating that it is in an activated or enhanced state.

[0157] When presented auditorily, the first and second states of interactive components are accompanied by different sound effects. When an interactive component switches from the first state to the second state, the interactive object hears a noticeable change in sound. For example, a switch interactive component is silent in the first state, but makes a "click" sound when switched to the second state, indicating that the circuit is connected; for an interactive component with energy characteristics, the first state is a quiet humming sound, while the second state is a high-frequency and strong energy fluctuation sound, enhancing the interactive object's perception of the difference between the first and second states.

[0158] When presented through touch, in some devices with special interaction features (such as virtual reality controllers), when the virtual object controlled by the interactive object interacts with the interactive component, a slight vibration or resistance is felt in the first state, while in the second state, the intensity of the vibration or the magnitude of the resistance changes.

[0159] In summary, the specific presentation of the first and second states of an interactive component is determined based on the type of the interactive component or other factors, and this application does not impose any restrictions.

[0160] Random control determines the state of interactive components without a predetermined pattern. This control method increases the uncertainty and fun of the interaction. For example, when the virtual displacement tool is a ship, the state of some of its interactive components (such as magical runes on the sails) will change randomly. Interactive objects cannot predict whether these runes will be in state one or state two at any given moment, requiring them to constantly observe and adapt.

[0161] Strategy-based control refers to the purposeful adjustment of the state of interactive components by an interactive object or system according to a predetermined plan, goal, or preset scenario. This control method is based on strategic elements. For example, an interactive object needs to decide when to switch an interactive component from a first state to a second state based on the game situation, the opponent's strategy, and its own goals. In a team-based interaction, interactive objects operate interactive components according to team roles and tactical arrangements to achieve optimal control of virtual displacement item speed.

[0162] The sources of strategies include, but are not limited to, at least one of the following: custom strategies defined by the interactive object, or system-guided strategies. Interactive objects formulate strategies based on their understanding and experience of interaction. For example, in a role-playing game, an interactive object knows that different virtual movement item speeds are needed for different terrains (such as mountains, plains, and swamps), and will plan the adjustment of the interactive component's state in advance according to the terrain it is about to enter. The system can also provide strategy guidance to interactive objects through task hints, plot guidance, or character attributes. For example, it may suggest that the interactive object needs to switch a certain interactive component to its second state to solve a puzzle and change the speed of the virtual movement item.

[0163] The i-th interactive component is in state one, and the j-th interactive component is in state two. This can be understood as a collaborative relationship between different interactive components; their combined states affect the speed of the virtual displacement item. The state of each interactive component is not isolated but interconnected with the states of other interactive components, forming a complex system. For example, in a spaceship virtual displacement item with multiple thrusters, the i-th thruster interactive component is in state one (low power), and the j-th thruster interactive component is in state two (high power). Their combined effect determines the spaceship's current speed and acceleration. Different combinations of interactive object states will result in different speed outcomes for the virtual displacement item. Consider a racing game as an example. The car has multiple interactive components, such as a turbocharger (i-th) and a tire grip adjustment device (j-th). When the turbocharger is in state one (turbocharger off) and the tire grip adjustment device is in state two (high grip mode), the car maintains good handling and moderate speed on tracks with many curves. If the states are reversed, the car may have higher speeds on straightaways, but its handling on curves will decrease.

[0164] The transition of the i-th interactive component from its first state to its second state can be understood as either a direct trigger, such as pressing a button or pulling a lever, or an indirect trigger, requiring certain conditions to be met, such as collecting items, completing a task, or placing the virtual object in a preset position or state. For example, if the i-th interactive component is the magic lock on the castle gate, the interactive object needs to find three magic keys (meeting the conditions), and then the virtual object (the magician) needs to stand in front of the gate and cast a magic spell to switch the magic lock from its first state (locked) to its second state (open), thereby changing the castle's (virtual displacement item) movement speed settings.

[0165] During the switching process, interactive components undergo a series of changes. Besides the changes in visual and auditory presentation mentioned earlier, from a system perspective, the internal parameters of the interactive components also change. These parameters may be related to the power system, energy transfer, or other related mechanisms of the virtual displacement prop. For example, when an energy-adjusting interactive component switches from a first state (low energy output) to a second state (high energy output), the energy calculation function associated with it in the system will recalculate the power and speed of the virtual displacement prop, simultaneously affecting the performance or state of other energy-related interactive components.

[0166] The display mechanism plays a crucial guiding role in enabling interactive objects to control the switching of interactive component states of the first virtual object. Display content can include visual cues, operation instructions, etc., helping interactive objects understand how to manipulate the virtual object to switch states. For example, an arrow pointing to the i-th interactive component can be displayed on the screen; or a flashing icon can be displayed near the interactive component to indicate that the interactive object can perform an operation. Simultaneously, text prompts can also be displayed, such as "Press the 'E' key to switch the state of this interactive component."

[0167] Control methods include, but are not limited to: an interactive object controlling a first virtual object to perform operations via an external input device (such as a keyboard, gamepad, etc.). This control method requires operation mapping to ensure that the input of the interactive object can be accurately translated into the actions of the virtual object. For example, the interactive object uses keys on a keyboard or buttons on a gamepad to instruct the virtual object to approach the i-th interactive component and perform a state switching operation. In virtual reality interaction, the interactive object controls the virtual object to perform operations through gestures or body movements.

[0168] The j-th interaction component of random control or policy control is in the second state. See the above explanation of the ith interaction component of random control or policy control being in the first state, which will not be repeated here.

[0169] A transmission device can be viewed as a system consisting of at least two interacting components. The state change of each interacting component will affect the entire system. When the i-th interacting component switches from the first state to the second state, it may disrupt the original system balance. Therefore, the j-th interacting component needs to switch from the second state to the first state to rebalance or adjust the entire transmission system.

[0170] For example, the different interactive components are functionally interconnected. For instance, the i-th interactive component is a steam valve that controls the steam flow rate; its first state is a low flow rate, and its second state is a high flow rate. The j-th interactive component is a pressure relief valve. When the steam valve (the i-th interactive component) switches from the first state to the second state (increasing steam flow rate), the pressure increases. To prevent system failure, the pressure relief valve (the j-th interactive component) switches from the second state (normal operating state) to the first state (pressure relief state). This functional interconnection reflects physical logic or mechanical principles.

[0171] For example, the different interactive components are functionally unrelated. For instance, the i-th interactive component is a first pedal, with a first state being a raised state that can be stepped on and a second state being a flat state that cannot be stepped on; the j-th interactive component is a second pedal. When the first pedal (the i-th interactive component) switches from the first state to the second state, it has no impact on the system. It is only for the sake of the continuity and relevance of the interaction that the second pedal is changed from a flat state that cannot be stepped on to a raised state that can be stepped on.

[0172] For example, see the above. Figure 4 The first interactive pedal 402 and the second interactive pedal 404 each have two states: the first state is an interactive cylindrical protrusion, and the second state is a non-interactive flat circular area that is level with the surrounding ground. Figure 4 The first interactive pedal 402 is in an interactive first state, and the second pedal 404 is in a non-interactive second state. (See above.) Figure 5 In the first interactive component 506, the second interactive component 507 is in the interactive first state, the third interactive component 508 is in the non-interactive second state, and the fourth interactive component 509 is in the non-interactive second state.

[0173] As an optional implementation, the interactive component is at least two interactive pedals, and any one of the at least two interactive pedals has a first state and a second state.

[0174] Interactive pedals offer more possibilities and strategic options. Different combinations of pedal operations or different pedal operation sequences produce different speed effects on virtual displacement props, enhancing the realism of the interaction and expanding the interactivity of virtual displacement props.

[0175] An interactive pedal is a special component that exists as part of the speed control mechanism for virtual movement items. It serves as an interface between the interactive object (through a virtual object) and the system, specifically designed to control the speed changes of virtual movement items. Its primary function is to act as a medium for controlling the speed of virtual movement items. When a virtual object interacts with the interactive pedal (e.g., by pressing or releasing it), it triggers a change in the speed of the virtual movement item. This change can be acceleration, deceleration, or more complex speed adjustments, such as switching between different speed modes.

[0176] The first state and the second state are different states of any interactive pedal. Optionally, the first state refers to the interactive state in which the pedal can be effectively manipulated by the virtual object. In this state, the operation of the interactive object (such as stepping on it or other prescribed actions) will affect the speed of the virtual displacement prop. It indicates that the interactive pedal is in an active state, waiting for input from the interactive object to trigger the corresponding function.

[0177] The presentation of the first state includes, but is not limited to, at least one of the following: visual presentation, auditory presentation, or operation feedback presentation.

[0178] Based on the visual presentation of the first state, interactive pedals in the interactive state may have obvious cues. For example, interactive pedals may glow, change color, have a highlighted outline, or display dynamic textures to attract the player's attention and indicate that they can be operated. This application does not limit the display style of interactive pedals in the interactive state.

[0179] When an interactive pedal is in its first auditory state, it will emit a sound. For example, when a virtual object approaches an interactive pedal, a slight buzzing sound or beep will be heard, indicating that the pedal is operable. A similar sound will be heard when the mouse pointer is hovered over the pedal icon.

[0180] When the interaction feedback is in its first state, it will receive timely feedback when the interactive object actually operates an interactive pedal that is in an interactive state. For example, when the interactive object presses an interactive accelerator pedal, it will feel a certain resistance and see the speed of the virtual displacement prop change accordingly. At the same time, it may hear the sound of engine acceleration or other sound effects related to the speed change.

[0181] Optionally, the second state refers to the non-interactive state in which the interactive pedal cannot be effectively operated by the virtual object. "Cannot be effectively operated" means that the interactive pedal cannot be operated by the virtual object in the current state, or the operation will not produce the expected speed change effect.

[0182] The presentation of the second state includes, but is not limited to, at least one of the following: visual presentation, auditory presentation, or operation feedback presentation.

[0183] Based on the fact that in the second visual state, the interactive pedal will appear in a dim color, have a blurry appearance, or be obscured by some obstacle to imply that the interaction cannot be performed on it, this application does not restrict the display style of the interactive pedal in the second state.

[0184] When the second auditory state is presented, the non-interactive pedal will not respond with sound to the approach or attempted operation of the interactive object. If the interactive object attempts to operate the pedal, it will not hear any sound, or it will hear a special sound effect indicating that the operation is invalid, such as a "beep".

[0185] When the operation feedback is in the second state, if the interactive object attempts to operate a pedal that is not interactive, it will not receive any effective feedback related to the change in speed. For example, if the interactive object steps on a pedal that is not interactive, the speed of the virtual displacement tool will not change at all, and the interactive object will not feel any resistance, thus clearly informing the interactive object that the operation is invalid.

[0186] The following section uses at least two interactive pedals as examples, where each pedal has an interactive first state and a non-interactive second state, to illustrate in detail the process of displaying the first virtual object and the second virtual object interacting with at least two interactive pedals in a collaborative manner.

[0187] As an optional implementation, the i-th interactive pedal of at least two interactive pedals is in a first state, and the j-th interactive pedal of at least two interactive pedals is in a second state; the first virtual object includes the i-th virtual object, and the second virtual object includes the j-th virtual object, where i and j are both positive integers; displaying the state of the i-th interactive component of at least two interactive components switched by the first virtual object, and displaying the state of the j-th interactive component of at least two interactive components switched by the second virtual object, includes: displaying the i-th virtual object stepping on the i-th interactive component, and the i-th interactive component switching from the first state to the second state after being stepped on; in response to the i-th interactive component switching to the second state, displaying the state of the j-th interactive component switching from the second state to the first state; displaying the j-th virtual object stepping on the j-th interactive component, and the j-th interactive component switching from the first state to the second state after being stepped on.

[0188] By changing the state of the i-th and j-th interactive components after the i-th interactive component is stepped on, the interactive content of at least two virtual objects is enriched during the movement of at least two virtual objects carried by the virtual displacement prop, thereby improving the movement efficiency and thus improving the human-computer interaction efficiency.

[0189] At least two interactive pedals can be completely identical or completely different, and can be partially the same or partially different. This application does not limit the number of interactive pedals. When there are differences between at least two interactive pedals, the differences include at least one of the following: function, display style, or sound.

[0190] The first virtual object is described above and will not be repeated here. The i-th virtual object is any one of the virtual objects in the first virtual object set. The second virtual object is described above and will not be repeated here. The j-th virtual object is any one of the virtual objects in the second virtual object set.

[0191] This application does not impose restrictions on the correspondence between virtual objects and interactive pedals, as long as it demonstrates that at least two virtual objects interact with the interactive component in a collaborative manner. There can be a one-to-one correspondence between virtual objects and interactive pedals; or, the number of interactive pedals may exceed the number of virtual objects; or, the number of interactive pedals may be less than the number of virtual objects. That is, there can be at least two virtual objects corresponding to at least two interactive pedals; or, at least two virtual objects corresponding to one interactive pedal.

[0192] When at least two interactive pedals differ, each virtual object possesses unique object characteristics. The function of the i-th interactive pedal often aligns with certain characteristics of the i-th virtual object, thus forming a correspondence. Furthermore, the interactive storyline and task settings also influence the correspondence between interactive pedals and virtual objects. Different virtual objects will undertake different tasks according to the development of the storyline, and these tasks are related to the functions of the interactive pedals.

[0193] As an optional implementation, the i-th virtual object is granted exclusive operation permissions to the i-th interactive pedal. That is, only the i-th virtual object can perform effective interactive operations on the i-th interactive pedal, while other virtual objects are restricted or unable to produce the expected results when attempting to interact with the i-th interactive pedal.

[0194] Furthermore, the state of the interactive pedals affects the correspondence between virtual objects and the interactive pedals. When the i-th interactive pedal is in its first state, only the i-th virtual object has interactive access. However, this access changes when it is in other states. For example, if the i-th interactive pedal controls the flight speed of a magic broom, its first state is the normal flight speed adjustment mode, and only the i-th virtual object, who has mastered the magic spell, can step on the interactive pedal to adjust the speed.

[0195] For example, participants in the above Figure 4 When a virtual displacement prop is activated, the first interactive pedal 402 becomes interactive in a first state, and the second interactive pedal 404 becomes non-interactive in a second state. This is in response to the first virtual object 401 jumping and stepping on the first interactive pedal 402. (See also...) Figure 6 The diagram shown illustrates the state transitions between interactive components. Figure 4 The interactive first pedal 402 in the first interactive state switches to the non-interactive second pedal 601; in response to the first interactive pedal 601 switching to the second state, the above... Figure 4 The second interactive pedal 404, which is in a non-interactive second state, is switched to the second interactive pedal 602, which is in an interactive first state. The second interactive pedal 602, which is in an interactive first state, waits for the second virtual object 603 to interact with it. Figure 6The rising dotted line 604 in the middle represents the response to the first interactive pedal 601 being interacted with and switching to the second state, which changes the speed of the virtual displacement prop 605, allowing it to rise at a faster speed.

[0196] The following section will elaborate on the use of artificial intelligence to optimize the interactive design of the interactive pedal.

[0197] The optimizations to the interactive pedals in this application include, but are not limited to, at least one of the following: optimization of the logic for switching the state of the interactive pedals, optimization of the interactive prompts for the interactive pedals, optimization of the layout and operation mapping of the interactive pedals in virtual displacement props, or optimization of the dynamic adjustment of the interactive pedal functions and effects.

[0198] First, it's necessary to understand the interactive behavior and feedback analysis of the interactive objects. Through the system's built-in logging system, historical data on the interactions between the interactive objects and the pedals during the interaction process is collected. This includes at least one of the following: the time, sequence, and frequency of each virtual object stepping on the interactive pedal; the speed change of the virtual displacement prop before and after stepping on the interactive pedal; or the virtual environment in which the interactive object is located. Furthermore, the historical data also includes the reaction time of the interactive objects when facing different interactive pedal state transitions.

[0199] Analyze the interactive behavior sequences of interactive objects using methods such as recurrent neural networks and their variants (e.g., long short-term memory networks or gated recurrent units). For example, by analyzing the time an interactive object waits for the second interactive pedal to become available after pressing the first pedal, and whether it can press the second pedal in a timely manner afterward, we can understand the interactive object's mastery of the pedal interaction process and its reaction speed.

[0200] Simultaneously, feedback from users during the interaction process is collected. This includes gathering user feedback on the interactive pedal through surveys, forums, and comment sections, such as whether the operation is intuitive, whether there are any points of confusion, and satisfaction with the speed adjustment. Large-scale natural language processing models are then used to analyze this textual feedback, extracting the main opinions and suggestions from users, such as where they found the operation cumbersome and where they would like more prompts.

[0201] To optimize the logic for switching the state of interactive pedals using artificial intelligence, based on the analysis of the interactive behavior of the objects, if it is found that the objects generally wait too long after pressing the first pedal before realizing that the second pedal is interactive, or frequently miss the opportunity to interact with the second pedal, the logic for switching the state of the interactive pedals needs to be adjusted. Using a model based on the historical interactive behavior data of each object, the conditions for switching the state of the interactive pedals are customized. For objects with faster reaction speeds, a relatively compact switching process is set, allowing them to complete a series of pedal operations more quickly and experience more exciting speed changes. For objects with slower reaction speeds, the switching conditions are appropriately relaxed, giving them more time to adapt and operate, ensuring that each object can complete pedal interactions at its own comfortable pace, thus improving the overall gaming experience.

[0202] This study optimizes the interactive prompts for AI-powered interactive pedals by analyzing the attention levels and responses of users to visual cues from different pedals. By collecting user gaze data (using a simulated gaze analysis algorithm), it reveals whether users readily notice changes in the pedal's state (e.g., from flat to raised) and related prompts (e.g., glowing or flashing effects around the pedal). The model analyzes this data to optimize the visual cue design. For example, if users frequently ignore a particular pedal's visual cue, the color, brightness, and dynamic effects need adjustment to make it more prominent. Furthermore, the display of pedal prompts can be dynamically adjusted based on the user's position and viewing angle in the virtual environment, ensuring that the pedal's state and operation prompts are clearly visible from any angle.

[0203] This study aims to leverage artificial intelligence to dynamically adjust the function and effect of interactive pedals. It collects various data from the virtual environment, such as the terrain where the interactive object is located, the distribution of surrounding enemies, and mission objectives, as well as the speed requirements of the virtual movement tool after the interactive object interacts with the pedal in different scenarios. Models (such as decision tree models combined with neural networks) are used to analyze this data to understand the actual needs of the interactive object in different virtual environments for changes in the function and speed of the interactive pedal. Based on the analysis results, strategies for dynamically adjusting the function and effect of the pedals are developed. For example, when the interactive object is in flat, open terrain and needs to travel quickly, the acceleration effect of the interactive pedal is automatically adjusted so that the virtual movement tool can reach a higher speed more quickly; while when the interactive object is in rugged terrain or needs to avoid enemies, the acceleration effect of the interactive pedal is appropriately reduced.

[0204] The following section elaborates on the optimization of the layout and operation mapping of virtual displacement props using AI-powered interactive pedals.

[0205] First, we will introduce the training of the layout model.

[0206] Operational data collection. Collect information on the type of input device used by the interactive object, such as keyboard, gamepad, or dedicated interaction controller. For keyboards, record the keys pressed for each interactive pedal; for gamepads, record the buttons used, joystick direction, and force applied. This helps understand the differences in operating habits across different devices. Record the order and time intervals at which the interactive object presses the pedals. This data reflects the interactive object's understanding and execution speed of the pedal interaction sequence. Additionally, if the device supports force sensing, collect the force data of the interactive object pressing the pedals. Simultaneously record the frequency of each pedal operation to understand the interactive object's usage preferences and dependence on different pedals.

[0207] Behavioral data collection. Record various parameters of the virtual environment, such as terrain type (flat, rugged, sloping, etc.), environmental factors (weather, lighting, etc.), and task context (chase, escape, exploration, etc.). Collect performance metrics of interactive objects, such as task completion time, success rate, and speed control accuracy of virtual displacement props. This is an important basis for evaluating the quality of interactive pedal layout and operation mapping.

[0208] Feedback Data Collection. A questionnaire was used to solicit feedback from users regarding the layout and operation mapping of the interactive pedals. Questions could include whether they found the operation convenient, whether the pedal functions were easily confused, and their evaluation of the current difficulty level, thus obtaining subjective feedback from users. Additionally, comments from users on forums and social media comment sections regarding the interactive pedal experience were collected. Natural language processing techniques were used to analyze this text and extract users' opinions and suggestions regarding the pedal layout and operation mapping.

[0209] Preprocess the data. Check the collected data for any illogical outliers, such as excessively long or short operation intervals, or excessively high or low operation frequencies, which may be due to equipment malfunctions or erroneous operations by the interactive object. For missing data points, imputation should be performed if the missing proportion is small. For numerical data within different ranges, such as operation time and intensity data, standardize them to ensure they have the same scale. For example, use common standardization methods, such as mapping the data to the [0, 1] interval, to ensure that the model allocates weights to different features more reasonably during training. For input data categorized by device type, virtual environment type, etc., use encoding methods. For example, one-hot encoding can be used to convert categorical variables into binary vectors, facilitating model processing and learning.

[0210] Features influencing the layout and operation mapping of interactive pedals are extracted from the raw data. For example, scene complexity features (such as terrain complexity and number of enemies) can be extracted based on virtual environment information; operation coherence features (such as the consistency of the sequence of consecutive pedal operations) and operation stability features (such as the variance of operation force) can be extracted based on interactive object operation data. New features are created by combining and deriving existing features. For example, combining virtual environment type with interactive object operation frequency features yields the usage frequency distribution features of each interactive pedal in different scenarios; or combining interactive object operation sequence with operation time interval features generates operation rhythm features to better describe the operation patterns of interactive objects.

[0211] Train the layout model. Divide the preprocessed dataset into training, validation, and test sets according to a certain ratio. Select an appropriate loss function based on the task and objective of the layout model. If the goal is to predict the satisfaction of interactive objects with the layout and operation mapping of the interactive pedals (which can be achieved by quantifying the feedback data of interactive objects into satisfaction scores), loss functions such as mean squared error or mean absolute error can be used. If the goal is a classification problem (such as determining whether an interactive object can successfully complete a task under the given layout and mapping), the cross-entropy loss function can be used.

[0212] The layout model outputs an optimized pedal layout. When an interactive object initiates interaction for the first time, the layout model generates an initial interactive pedal layout and operation mapping based on the object's initial information (such as the selected input device, difficulty level, etc.). For example, if the interactive object selects a controller as the input device and chooses a high difficulty level, the layout model refers to the best pedal layout data of previous high-difficulty interactive objects using controllers, generating a relatively complex but more controllable initial layout for that interactive object. The layout model can also generate a general optimized interactive pedal layout based on the analysis of data from a large number of interactive objects, suitable for new interactive objects or interactive objects without sufficient personal data.

[0213] During interaction, the layout model acquires virtual environment information in real time and adjusts the layout and operation mapping of interactive pedals according to the characteristics of the current virtual environment. For example, when an interactive object enters a complex terrain (such as a narrow maze or a rugged mountain road), the layout model adjusts the operation mapping of the brake pedal or steering pedal to make it easier to operate; or, when the interactive component is a pedal and the virtual displacement prop carries at least two virtual objects into a bumpy virtual environment, the layout model adjusts the protrusion height of the pedal to be lower to prevent inaccurate pedaling due to bumps.

[0214] When the first virtual object switches the state of the i-th interactive component among at least two interactive components, and the second virtual object switches the state of the j-th interactive component among at least two interactive components, as an optional implementation, in response to updating the interactive component to be in the target state, the first displacement speed of the virtual displacement prop is changed to the second displacement speed, including: in response to updating the interactive component to be in the target state, determining the second displacement speed corresponding to the target state; and changing the first displacement speed of the virtual displacement prop to the second displacement speed.

[0215] Different target states correspond to different second displacement velocities, thereby motivating at least two virtual objects to interact with interactive components during the movement of virtual displacement props, thus improving the interaction efficiency based on virtual displacement props.

[0216] An updated interactive component refers to the overall concept of a component whose state has changed due to operations by a first virtual object and a second virtual object. For example, when two interactive components are involved, the new states of the i-th and j-th interactive components after being operated on by the first and second virtual objects respectively constitute the updated interactive component. This means that an updated interactive component is not merely a change in the state of a single interactive component, but rather a new combination of states formed after at least two interactive components are operated on.

[0217] The target state is described in the above-mentioned introduction and will not be repeated here.

[0218] The second displacement speed is the new speed that the virtual displacement prop should have after the interactive component reaches the target state. It is a speed value preset according to the target state.

[0219] The method for determining the second displacement velocity will be explained below.

[0220] Firstly, the difficulty of the interaction and the overall experience of the interactive object are considered. If the second displacement speed is too high or too low, the interaction becomes either too easy or too difficult. Different types of interactive components have different effects on the second displacement speed. Mechanical interactive components affect the second displacement speed by changing the transmission ratio, power output, etc. In addition, the synergistic effect between interactive components also plays a crucial role in determining the second displacement speed. The combined state of multiple interactive components will produce complex speed effects.

[0221] The methods for determining the second displacement velocity include, but are not limited to, using at least one of linear or nonlinear mathematical models. In some simple interactions, the second displacement velocity is linearly related to the state of the interactive component. For example, in a simple slider-type interactive component controlling the speed of a virtual displacement prop, if the slider's position (representing the interactive component's state) changes from 0 to 10, the speed increases by a fixed proportion. However, in most complex interactions, the relationship between the second displacement velocity and the interactive component's state is nonlinear.

[0222] Algorithms for determining the second displacement velocity include, but are not limited to, using a weighted average algorithm, assigning different weights to different interactive components based on their importance to the velocity, and then calculating the comprehensive second displacement velocity. Alternatively, algorithms based on physics simulations can be used, particularly in interactions that simulate real-world physical environments. For example, algorithms can calculate the velocity of an object based on Newton's laws of motion, treating the state of the interactive components as factors influencing the forces and motion of the object, thereby determining the second displacement velocity.

[0223] There is a mapping relationship between the target state and the second displacement velocity. The mapping relationship includes, but is not limited to: a one-to-one mapping between the target state and the second displacement velocity; or a many-to-one mapping between the target state and the second displacement velocity; or a one-to-many mapping between the target state and the second displacement velocity.

[0224] When there is a one-to-one mapping relationship between the target state and the second displacement velocity, each target state uniquely corresponds to a specific second displacement velocity. When there is a many-to-one mapping relationship between the target state and the second displacement velocity, multiple different target states correspond to the same second displacement velocity. When there is a one-to-many mapping relationship between the target state and the second displacement velocity, one target state corresponds to multiple second displacement velocities. This application does not impose restrictions on the mapping relationship.

[0225] The following example illustrates how the second displacement velocity is determined.

[0226] As an optional implementation, in response to the updated interactive component being in a target state, determining the second displacement speed corresponding to the target state includes: in response to the transmission device switching to the target state corresponding to the updated interactive component, determining at least one of the number of times, order, frequency, and success rate of the states of at least two interactive components being changed; and determining the second displacement speed corresponding to the target state based on at least one of the number of times, order, frequency, and success rate.

[0227] Based on the condition that at least two virtual components have changed state, a second displacement speed is determined, enabling at least two virtual objects to clearly and intuitively understand the speed change mechanism of the virtual displacement prop. This optimizes the interaction strategy and expands the interactivity of the virtual displacement prop during the interaction process based on the virtual displacement prop.

[0228] The number of times at least two interactive components have their states changed can be understood as the cumulative number of times the interactive object changes the state of the interactive component due to interactive operations performed by the interactive object through the virtual object during the interaction process. For example, when the number of interactive components is the same as the number of virtual objects, and the first interactive pedal is interactive and the second interactive pedal is not interactive, each time a virtual object steps on the first interactive pedal and changes it to a non-interactive state, the second interactive pedal changes from a non-interactive state to an interactive state. In this case, the above operations will change the state of either the first or second interactive pedal. The definition of the number of times this happens includes, but is not limited to: each time the first interactive pedal changes state, the number of times increases by one. The counting process continues throughout the entire interaction process, from the moment the virtual displacement tool is activated until the virtual displacement tool finishes moving or no longer needs to change its displacement speed.

[0229] The order in which at least two interactive components have their states changed can be understood as the sequence in which at least two virtual objects manipulate these components. Different interactive tasks and different virtual environments require different operation sequences, and interactive objects need to determine the correct sequence based on interaction prompts or experience. Different sequences in which interactive components have their states changed will cause virtual displacement props to develop along different speed change paths. When there are synergistic effects between interactive components, the operation sequence will affect the effectiveness of these synergies, and thus affect the update speed.

[0230] The frequency at which at least two interactive components have their states changed can be understood as the number of times an interactive object changes the state of an interactive component per unit of time. It is a time-dependent concept used to measure the rhythm of operations on interactive objects. High-frequency operations on interactive components may lead to frequent dynamic changes in the speed of virtual displacement items.

[0231] The success rate of changing the state of at least two interactive components can be understood as the ratio of the number of effective operations performed by the interactive object to the total number of operations. It measures the accuracy and effectiveness of the interactive object's operations.

[0232] Furthermore, the second displacement speed is also directly related to the number of interactions between at least two virtual objects and the number of virtual objects.

[0233] As an optional implementation, determining the second displacement velocity corresponding to the target state based on at least one of the following: number of times, sequence, frequency, and success rate, including: determining the number of interactions between at least two virtual objects and at least two interactive components; determining the velocity change based on the product of the number of interactions and the acceleration ratio; and determining the second displacement velocity corresponding to the target state based on the first displacement velocity and the velocity change.

[0234] In addition, as an optional implementation, the method further includes: determining the number of virtual objects; determining a second displacement velocity corresponding to the target state based on at least one of the number of times, order, frequency, and success rate, including: determining the number of interactions between at least two virtual objects and at least two interactive components; determining the velocity change based on the product of the number of interactions, the number of objects, and the acceleration ratio; and determining the second displacement velocity corresponding to the target state based on the first displacement velocity and the velocity change.

[0235] The acceleration ratio is a coefficient used to measure the degree of speed increase of virtual displacement items. It combines the interaction details of interactive components (such as the number of interactions, changes, order, frequency, and success rate) with the number of virtual objects to ultimately translate into the actual speed change of the virtual displacement item. Simply put, the acceleration ratio determines the "contribution" of each interaction component to the speed increase of the virtual displacement item.

[0236] The acceleration ratio is positively correlated with the speed change of the virtual displacement item. When the acceleration ratio increases, the speed change of the virtual displacement item increases, meaning the virtual displacement item will accelerate faster; conversely, when the acceleration ratio decreases, the speed change decreases, and the acceleration effect weakens.

[0237] For example, the system monitors the number of interactions K completed by the interactive pedal in real time, and adds K to the first displacement speed of the virtual displacement prop at a certain acceleration ratio a. Furthermore, the displacement speed is also positively correlated with the number N of virtual objects carried by the virtual displacement prop. Assuming the first displacement speed is V, then after introducing virtual objects and coordinating the acceleration mechanism, the second displacement speed V* = V + N*K*a.

[0238] It should be noted that the movement speed of a virtual displacement prop is directly related to the number of times the virtual object interacts with the interactive component. When the interactive component is an interactive pedal, the virtual displacement prop will immediately update its movement speed when any interactive pedal changes from an interactive first state to an inactive second state. Furthermore, the movement speed of a virtual displacement prop is proportional to the frequency of interactions completed by the virtual object and the number of virtual objects on the virtual displacement prop.

[0239] The second displacement velocity corresponding to the target state is determined based on at least one of the following: number of times, order, frequency, and success rate: including but not limited to at least one of the following: weighted calculation method or piecewise function method.

[0240] When using a weighted calculation method to determine the second displacement speed corresponding to the target state, weights are assigned to the number of times, order, frequency, and success rate, and then calculated based on the operation data of the interactive object. For example, suppose the weight of the number of times the interactive component's state is changed is 0.3, the weight of the order is 0.2, the weight of the frequency is 0.3, and the weight of the success rate is 0.2. If the interactive object operates 10 times in an interaction, the proportion of the order conforming to the optimal strategy is 70%, the operation frequency is 5 times per minute, and the success rate is 80%, then the second displacement speed can be calculated using the following formula: Second displacement speed = First displacement speed + (Number of times × 0.3 + Proportion of conforming to the order × 0.2 + Frequency × 0.3 + Success rate × 0.2) × Acceleration ratio. Here, the acceleration ratio is a fixed value determined based on interaction balancing and testing, used to adjust the magnitude of the second displacement speed.

[0241] When using a piecewise function method to determine the second displacement velocity corresponding to the target state, the second displacement velocity is determined based on the value range of different factors. For example, different ranges can be set for the number of times the state of the interactive component is changed. When the number is less than 5 times, the second displacement velocity increases at a relatively low rate; when the number is between 5 and 10 times, the increase in the second displacement velocity becomes larger; when the number exceeds 10 times, considering system overload or other factors, the increase in the second displacement velocity changes again or enters a special speed mode. Similarly, a similar piecewise function can be used to determine the second displacement velocity for sequence, frequency, and success rate.

[0242] In step 204, the virtual displacement prop is shown to carry at least two virtual objects moving at a second displacement speed.

[0243] When the speed of the virtual displacement item changes from the first displacement speed to the second displacement speed, the display methods for the speed change of the virtual displacement item include, but are not limited to: displaying this change through a series of animation effects on the display interface, for example, during acceleration, dynamic airflow or light and shadow effects are generated around the virtual displacement item to reflect the increase in speed; or, during deceleration, the dynamic airflow or light and shadow effects generated around the virtual displacement item will be weakened accordingly.

[0244] To make the speed changes of virtual displacement props more natural, transition animations can be used to show the process of a virtual displacement prop moving from a first displacement speed to a second displacement speed. For example, a virtual displacement prop can have a brief acceleration sprint animation, in which the model of the virtual displacement prop will have a slight stretching or blurring effect to simulate the visual phenomenon of an object accelerating. For the transition from high speed to low speed, there is a braking animation, so that the interactive object can visually perceive the continuity of the speed change of the virtual displacement prop.

[0245] At least two virtual objects will exhibit corresponding motion feedback on the virtual displacement prop to reflect changes in the prop's speed. When the prop's speed changes, the virtual object's posture and movements will adjust accordingly. Furthermore, changes in the prop's speed can also be represented by the relative motion between the virtual object and the prop.

[0246] As an optional implementation, the method further includes: canceling the display of the speed change device in response to the virtual displacement prop reaching the target position.

[0247] After the virtual displacement prop reaches the target location, disabling the display of the speed change device simplifies the display elements on the interface, thereby saving display resources.

[0248] The target location refers to the position that the virtual displacement tool needs to reach in the virtual environment. The methods for determining the target location include, but are not limited to, those based on interaction design, plot development, mission requirements, or custom settings by the interactive object. It's like a destination, with the virtual displacement tool carrying at least two virtual characters moving towards this goal.

[0249] Disabling the display of the speed control device means that during interaction, once the virtual movement item reaches the target location, the speed control device is no longer displayed on the virtual environment or the interface of the interactive object. In other words, after the interactive object completes a task or journey related to speed adjustment, it no longer needs to control the speed of the virtual movement item through the speed control device; the speed control device changes from a visible and operable state to a hidden or invisible state.

[0250] Methods to disable the display of the gear shift device include, but are not limited to: automatically hiding the gear shift device; or disabling the display of the gear shift device by switching the display mode.

[0251] When the gear selector is automatically hidden, it will no longer be displayed on the screen. When the gear selector is dedisplayed by switching modes, it will not completely disappear, but will instead switch to a different display mode. For example, it may become a blurry, inoperable state, or be displayed as a simplified icon.

[0252] As an optional implementation, the method further includes: in response to the virtual displacement prop reaching the target location, displaying the virtual displacement prop changing from an active state to an inactive state.

[0253] Once the virtual displacement prop reaches the target location, it is displayed in an "awaiting activation" state, providing a timely, clear, and intuitive notification to the interactive objects that the virtual displacement prop has reached the target location. At least two virtual objects can then engage in further interactions, saving interaction time and thus improving human-computer interaction efficiency.

[0254] For the activation status, please refer to the relevant description in step 201 above, which will not be repeated here.

[0255] The "awaited activation" state is a mode in which the virtual displacement item is relatively stationary or non-functional. In this state, the virtual displacement item is temporarily unable to respond to the interaction between the virtual object and the speed control device; its speed is zero or it is in a preset initial stationary state. The key trigger condition for the virtual displacement item to change from the activated state to the awaited activation state is when it reaches the target location.

[0256] This application does not limit the display style of virtual displacement items in the pending activation state, including but not limited to the display style corresponding to the virtual displacement item itself in the pending activation state; or, at least one of the following: the activation tool used to activate the virtual displacement item is in the pending activation state.

[0257] It should be noted that virtual displacement items in the pending activation state are listed above. Figure 3 The state of the activation button 304 is shown in section A, which will not be described again here.

[0258] This application achieves speed regulation of a virtual displacement prop through the interactive operation of at least two virtual objects and a speed-changing device. This allows for shortening or lengthening the time spent by the virtual displacement prop carrying the virtual object. By introducing a collaborative interaction mechanism between at least two virtual objects and the speed-changing device, the virtual displacement prop with a fixed trajectory can change speed according to the interaction frequency of the virtual objects. This enhances the communication and collaboration between the at least two interacting objects controlling the virtual objects, altering the movement time of the virtual displacement prop and thus changing its movement efficiency. Furthermore, at least two virtual objects can collaboratively change the displacement speed of the virtual displacement prop, changing the time spent carrying the virtual displacement prop, providing a novel human-computer interaction method, and expanding the interactivity of the virtual displacement prop.

[0259] See Figure 7 The flowchart shown illustrates the overall process of the interaction method based on virtual displacement props.

[0260] Step 1: In response to the activation of the virtual displacement item, display the speed change device on the virtual displacement item.

[0261] Step 2: Display the interactive components.

[0262] It should be noted that there are at least two interactive components, and each interactive component has a first state and a second state. The i-th interactive pedal of the at least two interactive pedals is in the first state, and the j-th interactive pedal of the at least two interactive pedals is in the second state.

[0263] It should be noted that i and j are both positive integers.

[0264] Step 3: Display the virtual displacement prop carrying at least two virtual objects moving at a first displacement speed.

[0265] Step 4: Display the i-th virtual object stepping on the i-th interactive component, and the i-th interactive component switching from the first state to the second state after being stepped on.

[0266] It should be noted that i and j are both positive integers.

[0267] Step 5: In response to the i-th interactive component switching to the second state, display the j-th interactive component's state switching from the second state to the first state.

[0268] Step 6: In response to the update that the interactive component is in the target state, determine the second displacement velocity corresponding to the target state.

[0269] It should be noted that updating interactive components includes the i-th interactive component after the state switch and the j-th interactive component after the state switch.

[0270] Step 7: Change the first displacement speed of the virtual displacement prop to the second displacement speed.

[0271] Step 8: Determine if the virtual displacement tool has reached the target position. If yes, proceed to step 9; otherwise, proceed to step 4.

[0272] Step 9: Cancel the display of the speed change device.

[0273] Step 10: The virtual displacement item is displayed to change from an active state to a pending state.

[0274] This application does not restrict the execution order of steps 9 and 10 above.

[0275] See Figure 8 This application provides an interactive device based on a virtual displacement prop, the device comprising:

[0276] Display module 801 is used to display at least two virtual objects and a virtual displacement prop located in the virtual environment, wherein the virtual displacement prop has a corresponding speed change device.

[0277] The display module 801 is also used to display the movement of at least two virtual objects carried by a virtual displacement prop at a first displacement speed;

[0278] Speed ​​change module 802 is used to change the first displacement speed of a virtual displacement prop to a second displacement speed in response to an interactive operation of at least two virtual objects in a cooperative manner on the speed change device.

[0279] The display module 801 is also used to display a virtual displacement prop carrying at least two virtual objects moving at a second displacement speed.

[0280] In one possible implementation, the speed change device includes an interactive component and a speed change module 802, which is used to change the first displacement speed of the virtual displacement prop to a second displacement speed in response to an interactive operation in which at least two virtual objects collaboratively switch the interactive component to a target state.

[0281] In one possible implementation, there are at least two interactive components; the speed change module 802 is used to display the state of the first virtual object switching to the i-th interactive component among the at least two interactive components, and to display the state of the second virtual object switching to the j-th interactive component among the at least two interactive components, wherein the first virtual object is at least one of the at least two virtual objects, and the second virtual object is at least one of the at least two virtual objects other than the first virtual object; in response to updating the interactive component to be in the target state, the first displacement speed of the virtual displacement prop is changed to the second displacement speed; the updated interactive component includes the i-th interactive component after the state switch and the j-th interactive component after the state switch; wherein i and j are both positive integers.

[0282] In one possible implementation, the interactive components have a first state and a second state. The display module 801 is further configured to randomly control or control, according to a strategy, that the i-th interactive component is in the first state and the j-th interactive component is in the second state; in response to displaying a first virtual object, the i-th interactive component is switched from the first state to the second state, and the j-th interactive component is switched from the second state to the first state.

[0283] In one possible implementation, the interactive components are at least two interactive pedals, wherein each interactive pedal has an interactive first state and a non-interactive second state.

[0284] In one possible implementation, the i-th interactive pedal of at least two interactive pedals is in a first state, and the j-th interactive pedal of at least two interactive pedals is in a second state; the first virtual object includes the i-th virtual object, and the second virtual object includes the j-th virtual object, where i and j are both positive integers; the display module 801 is used to display the i-th virtual object stepping on the i-th interactive component, and the i-th interactive component switching from the first state to the second state after being stepped on; in response to the i-th interactive component switching to the second state, the display shows the state of the j-th interactive component switching from the second state to the first state; the display shows the j-th virtual object stepping on the j-th interactive component, and the j-th interactive component switching from the first state to the second state after being stepped on.

[0285] In one possible implementation, the speed change module 802 is used to determine the second displacement speed corresponding to the target state in response to updating the interactive component to be in the target state; and change the first displacement speed of the virtual displacement prop to the second displacement speed.

[0286] In one possible implementation, the speed change module 802 is used to determine at least one of the number of times, order, frequency and success rate of the state changes of at least two interactive components in response to the speed change device switching to the target state corresponding to the updated interactive component; and to determine the second displacement speed corresponding to the target state based on at least one of the number of times, order, frequency and success rate.

[0287] In one possible implementation, the display module 801 is also configured to display the speed change device on the virtual displacement prop in response to the activation operation of the virtual displacement prop.

[0288] In one possible implementation, the display module 801 is also configured to cancel the display of the speed change device in response to the virtual displacement prop reaching the target position.

[0289] In one possible implementation, the display module 801 is further configured to display the virtual displacement prop changing from an active state to an inactive state in response to the virtual displacement prop reaching the target position.

[0290] It should be understood that the above-described apparatus is only illustrated by the division of the functional modules described above when implementing its functions. In practical applications, the functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and their specific implementation process and beneficial effects are detailed in the method embodiments, which will not be repeated here.

[0291] In an exemplary embodiment, a computer device is also provided, comprising a processor and a memory storing at least one computer program. The at least one computer program is loaded and executed by one or more processors to enable the computer device to implement any of the aforementioned interaction methods based on virtual displacement props. The computer device can be a server or a terminal device. The structures of the server and the terminal device will be described below.

[0292] Figure 9This is a schematic diagram of a server structure provided in an embodiment of this application. The server can vary significantly due to differences in configuration or performance. It may include one or more Central Processing Units (CPUs) 901 and one or more memories 902. The one or more memories 902 store at least one computer program, which is loaded and executed by the one or more processors 901 to enable the server to implement the interaction methods based on virtual displacement props provided in the various method embodiments described above. Of course, the server may also have wired or wireless network interfaces, a keyboard, and input / output interfaces for input and output. The server may also include other components for implementing device functions, which will not be elaborated upon here.

[0293] Figure 10 This is a schematic diagram of the structure of a terminal device provided in an embodiment of this application. The terminal device can be: a PC, mobile phone, smartphone, PDA, wearable device, handheld portable gaming device, PPC, tablet computer, laptop computer, desktop computer, smart car system, smart TV, smart speaker, smartwatch, or in-vehicle terminal. The terminal device may also be referred to as user equipment, portable terminal device, laptop terminal device, desktop terminal device, or other names.

[0294] Typically, a terminal device includes a processor 1001 and a memory 1002.

[0295] Processor 1001 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1001 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1001 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1001 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 1001 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0296] The memory 1002 may include one or more computer-readable storage media, which may be non-transitory. The memory 1002 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1002 is used to store at least one instruction, which is executed by the processor 1001 to enable the terminal device to implement the interaction method based on virtual displacement props provided in the method embodiments of this application.

[0297] In some embodiments, the terminal device may also optionally include: a peripheral device interface 1003 and at least one peripheral device. The processor 1001, memory 1002, and peripheral device interface 1003 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1003 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of: a radio frequency circuit 1004, a display screen 1005, a camera assembly 1006, an audio circuit 1007, and a power supply 1008.

[0298] Peripheral device interface 1003 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1001 and memory 1002. In some embodiments, processor 1001, memory 1002 and peripheral device interface 1003 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1001, memory 1002 and peripheral device interface 1003 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0299] The radio frequency (RF) circuit 1004 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1004 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1004 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 1004 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 1004 can communicate with other terminal devices through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: metropolitan area networks (MANs), various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks (WLANs), and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1004 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.

[0300] Display screen 1005 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. When display screen 1005 is a touch display screen, it also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to processor 1001 for processing. In this case, display screen 1005 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 1005, disposed on the front panel of the terminal device; in other embodiments, there may be at least two display screens, disposed on different surfaces of the terminal device or in a folded design; in still other embodiments, display screen 1005 may be a flexible display screen, disposed on a curved or folded surface of the terminal device. Furthermore, display screen 1005 may be configured as a non-rectangular irregular shape, i.e., a non-rectangular screen. Display screen 1005 may be made of materials such as LCD (Liquid Crystal Display) or OLED (Organic Light-Emitting Diode).

[0301] The camera assembly 1006 is used to acquire images or videos. Optionally, the camera assembly 1006 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is located on the front panel of the terminal device, and the rear-facing camera is located on the back of the terminal device. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, a wide-angle camera, and a telephoto camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, panoramic shooting and VR shooting functions by fusion of the main camera and the wide-angle camera, or other fusion shooting functions. In some embodiments, the camera assembly 1006 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cool light flash, which can be used for light compensation at different color temperatures.

[0302] The audio circuit 1007 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to the processor 1001 for processing, or input to the radio frequency circuit 1004 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each positioned in a different part of the terminal device. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from the processor 1001 or the radio frequency circuit 1004 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, the audio circuit 1007 may also include a headphone jack.

[0303] The power supply 1008 is used to power various components in the terminal device. The power supply 1008 can be AC ​​power, DC power, a disposable battery, or a rechargeable battery. When the power supply 1008 includes a rechargeable battery, the rechargeable battery can support wired or wireless charging. The rechargeable battery can also be used to support fast charging technology.

[0304] In some embodiments, the terminal device further includes one or more sensors 1009. The one or more sensors 1009 include, but are not limited to: an acceleration sensor 1010, a gyroscope sensor 1011, a pressure sensor 1012, an optical sensor 1013, and a proximity sensor 1014.

[0305] Accelerometer 1010 can detect the magnitude of acceleration along the three coordinate axes of a coordinate system established by the terminal device. For example, accelerometer 1010 can be used to detect the components of gravitational acceleration along the three coordinate axes. Processor 1001 can control display screen 1005 to display the user interface in either a landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 1010. Accelerometer 1010 can also be used for games or for acquiring user motion data.

[0306] The gyroscope sensor 1011 can detect the orientation and rotation angle of the terminal device. The gyroscope sensor 1011 can work in conjunction with the accelerometer sensor 1010 to collect the user's 3D movements on the terminal device. Based on the data collected by the gyroscope sensor 1011, the processor 1001 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.

[0307] The pressure sensor 1012 can be disposed on the side bezel of the terminal device and / or the lower layer of the display screen 1005. When the pressure sensor 1012 is disposed on the side bezel of the terminal device, it can detect the user's grip signal on the terminal device, and the processor 1001 can perform left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor 1012. When the pressure sensor 1012 is disposed on the lower layer of the display screen 1005, the processor 1001 can control the operable controls on the UI interface based on the user's pressure operation on the display screen 1005. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0308] An optical sensor 1013 is used to collect ambient light intensity. In one embodiment, the processor 1001 can control the display brightness of the display screen 1005 based on the ambient light intensity collected by the optical sensor 1013. Specifically, when the ambient light intensity is high, the display brightness of the display screen 1005 is increased; when the ambient light intensity is low, the display brightness of the display screen 1005 is decreased. In another embodiment, the processor 1001 can also dynamically adjust the shooting parameters of the camera assembly 1006 based on the ambient light intensity collected by the optical sensor 1013.

[0309] The proximity sensor 1014, also known as a distance sensor, is typically installed on the front panel of a terminal device. The proximity sensor 1014 is used to detect the distance between the user and the front of the terminal device. In one embodiment, when the proximity sensor 1014 detects that the distance between the user and the front of the terminal device is gradually decreasing, the processor 1001 controls the display screen 1005 to switch from a screen-on state to a screen-off state; when the proximity sensor 1014 detects that the distance between the user and the front of the terminal device is gradually increasing, the processor 1001 controls the display screen 1005 to switch from a screen-off state to a screen-on state.

[0310] Those skilled in the art will understand that Figure 10 The structure shown does not constitute a limitation on the terminal device and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0311] In an exemplary embodiment, a computer-readable storage medium is also provided, which stores at least one computer program that is loaded and executed by a processor to enable a computer to implement any of the above-described interactive methods based on virtual displacement props.

[0312] In one possible implementation, the aforementioned computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), magnetic tape, floppy disk, and optical data storage device, etc.

[0313] In an exemplary embodiment, a computer program product or computer program is also provided, which includes computer instructions loaded and executed by a processor to enable the computer to implement any of the above-described interactive methods based on virtual displacement props.

[0314] It should be noted that all information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.), and signals involved in this application are authorized by the user or fully authorized by all parties, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant regions. For example, the attribute values ​​and magic values ​​of the first virtual object involved in this application were obtained with full authorization.

[0315] It should be understood that "multiple" as used in this article refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship.

Claims

1. An interaction method based on virtual displacement props, characterized in that, The method includes: Display at least two virtual objects and a virtual displacement prop located in a virtual environment, wherein the virtual displacement prop has a corresponding speed change device; The virtual displacement prop is shown to carry the at least two virtual objects to move at a first displacement speed; In response to the interactive operation of the at least two virtual objects on the speed change device in a cooperative manner, the first displacement speed of the virtual displacement prop is changed to the second displacement speed; The virtual displacement prop is shown to carry the at least two virtual objects to move at the second displacement speed.

2. The method according to claim 1, characterized in that, The speed-changing device includes an interactive component. The step of changing the first displacement speed of the virtual displacement prop to a second displacement speed in response to the interactive operation of the at least two virtual objects in a cooperative manner includes: In response to an interactive operation in which the at least two virtual objects collaboratively switch the interactive component to the target state, the first displacement speed of the virtual displacement prop is changed to a second displacement speed.

3. The method according to claim 2, characterized in that, The interactive components are at least two; The interaction operation that responds to the at least two virtual objects collaboratively switching the interactive component to the target state, changing the first displacement speed of the virtual displacement prop to a second displacement speed, includes: Display the state of the i-th interactive component among the at least two interactive components by the first virtual object, and display the state of the j-th interactive component among the at least two interactive components by the second virtual object, wherein the first virtual object is at least one of the at least two virtual objects, and the second virtual object is at least one of the at least two virtual objects other than the first virtual object; In response to the updated interactive component being in the target state, the first displacement speed of the virtual displacement prop is changed to a second displacement speed; the updated interactive component includes the i-th interactive component after the state switch and the j-th interactive component after the state switch; Where i and j are both positive integers.

4. The method according to claim 3, characterized in that, The interactive component has a first state and a second state, and the method further includes: The i-th interactive component of the at least two interactive components is randomly controlled or controlled according to a strategy to be in the first state, and the j-th interactive component is in the second state; In response to displaying the first virtual object switching the i-th interactive component from the first state to the second state, displaying the j-th interactive component switching from the second state to the first state.

5. The method according to claim 3, characterized in that, The interactive component comprises at least two interactive pedals, each of which has a first state and a second state.

6. The method according to claim 5, characterized in that, The i-th interactive pedal of the at least two interactive pedals is in a first state, and the j-th interactive pedal of the at least two interactive pedals is in a second state; The first virtual object includes the i-th virtual object, and the second virtual object includes the j-th virtual object, where i and j are both positive integers; The step of displaying the state of the first virtual object switching the state of the i-th interactive component among the at least two interactive components, and displaying the state of the second virtual object switching the state of the j-th interactive component among the at least two interactive components, includes: The display shows the i-th virtual object stepping on the i-th interactive component, and the i-th interactive component switching from the first state to the second state after being stepped on; In response to the i-th interactive component switching to the second state, the state of the j-th interactive component is switched from the second state to the first state. The display shows the j-th virtual object stepping on the j-th interactive component, and the j-th interactive component switching from the first state to the second state after being stepped on.

7. The method according to any one of claims 3 to 6, characterized in that, The step of changing the first displacement speed of the virtual displacement prop to a second displacement speed in response to the update interaction component being in the target state includes: In response to the update interaction component being in the target state, the second displacement velocity corresponding to the target state is determined; Change the first displacement speed of the virtual displacement prop to the second displacement speed.

8. The method according to any one of claims 3 to 7, characterized in that, The step of determining the second displacement velocity corresponding to the target state in response to the update interaction component being in the target state includes: In response to the transmission device switching to the target state corresponding to the updated interaction component, at least one of the number of times, order, frequency and success rate of the state changes of the at least two interaction components is determined; The second displacement velocity corresponding to the target state is determined based on at least one of the number of times, the order, the frequency, and the success rate.

9. The method according to any one of claims 1 to 8, characterized in that, The method further includes: In response to the activation of the virtual displacement prop, the speed change device is displayed on the virtual displacement prop.

10. The method according to any one of claims 1 to 9, characterized in that, The method further includes: In response to the virtual displacement prop reaching the target position, the speed change device is de-displayed.

11. The method according to any one of claims 1 to 10, characterized in that, The method further includes: In response to the virtual displacement prop reaching the target location, the virtual displacement prop is displayed to change from an active state to an inactive state.

12. An interactive device based on virtual displacement props, characterized in that, The device includes: The display module is used to display at least two virtual objects and a virtual displacement prop located in the virtual environment, wherein the virtual displacement prop has a corresponding speed change device; The display module is also used to display that the virtual displacement prop carries the at least two virtual objects to move at a first displacement speed; A speed change module is used to change the first displacement speed of the virtual displacement prop to a second displacement speed in response to the interactive operation of the at least two virtual objects in a cooperative manner on the speed change device. The display module is also used to display that the virtual displacement prop carries the at least two virtual objects moving at the second displacement speed.

13. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing at least one computer program, the at least one computer program being loaded and executed by the processor to enable the computer device to implement the interactive method based on virtual displacement props as described in any one of claims 1 to 11.

14. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores at least one computer program, which is loaded and executed by a processor to enable the computer to implement the interactive method based on virtual displacement props as described in any one of claims 1 to 11.

15. A computer program product, characterized in that, The computer program product includes computer instructions that are loaded and executed by a processor to enable the computer to implement the interactive method based on virtual displacement props as described in any one of claims 1 to 11.