E-sports chair and control method and system thereof
By acquiring game data to identify scenes and control the movements of the gaming chair mechanism, the problem of existing gaming chairs being unable to achieve deep collaboration has been solved, resulting in a more immersive and interactive experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- HANGZHOU BLACK & WHITE TECH CO LTD
- Filing Date
- 2025-12-29
- Publication Date
- 2026-05-15
AI Technical Summary
Existing gaming chairs cannot provide a highly immersive and interactive experience, nor can they deeply integrate with the gaming environment.
By acquiring game-related data, the system identifies the current game scene and controls the corresponding mechanisms of the gaming chair to perform actions based on the action commands corresponding to the scene, including lumbar support adjustment, vibration, seat tilt, and backrest tilt adjustment.
It enables real-time, dynamic interaction between the gaming chair and the game scene, enhancing the player's gaming experience and immersion.
Smart Images

Figure CN122030728A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of gaming chair technology, and in particular to a gaming chair and its control method and system. Background Technology
[0002] With the booming development of the esports industry and the increasing richness of game content, players' core needs have shifted from basic functional satisfaction to the pursuit of highly immersive and interactive experiences. Currently, the market mainly offers esports chairs with basic functionality, simple responsiveness, and manual presets. Basic functional esports chairs lack any dynamic feedback functions related to the game scene, relying entirely on visual and auditory information to create a sense of immersion. Simple responsive esports chairs use built-in audio sensors to capture ambient game sounds, such as gunshots and explosions, and trigger a single, fixed-intensity vibration. Manually preset esports chairs offer manually switchable vibration or support modes for players to match different game types. Clearly, none of these esports chairs can provide players with a highly immersive and interactive experience. Summary of the Invention
[0003] The technical problem to be solved by this disclosure is to overcome the shortcomings of existing gaming chairs in providing players with a high degree of immersion and strong interactivity, and to provide a gaming chair and its control method and system that are deeply integrated with the game scene.
[0004] This disclosure solves the above-mentioned technical problems through the following technical solution:
[0005] The first aspect of this disclosure provides a control method for a gaming chair, comprising the following steps:
[0006] Obtain game-related data;
[0007] Identify the current game scene based on the aforementioned game-related data;
[0008] The corresponding mechanism in the gaming chair is controlled to perform actions according to the action command corresponding to the current game scene; wherein, the game scene and the action command are in one-to-one correspondence.
[0009] Optionally, identifying the current game scene based on the game-related data specifically includes:
[0010] Feature extraction is performed on the game-related data to obtain scene feature vectors;
[0011] In response to the scene feature vector matching any standard feature vector, the game scene corresponding to the standard feature vector is identified as the current game scene;
[0012] Among them, the standard feature vectors correspond one-to-one with the game scenes.
[0013] Optionally, the control method further includes: in response to the similarity between the scene feature vector and any standard feature vector reaching a corresponding preset threshold, determining that the scene feature vector matches the standard feature vector; wherein, the standard feature vector corresponds one-to-one with the preset threshold.
[0014] Optionally, the gaming chair includes a backrest and a seat, and controlling the corresponding mechanisms in the gaming chair to perform actions includes at least one of the following:
[0015] The lumbar support adjustment mechanism is inflated; wherein the lumbar support adjustment mechanism is located in the lumbar region of the chair back.
[0016] The vibration mechanism is controlled to vibrate; wherein the vibration mechanism is located in the shoulder and back area of the chair back;
[0017] The tilt adjustment mechanism controls the left and right tilt angles of the chair seat; wherein the tilt adjustment mechanism is located at the bottom of the chair seat;
[0018] The tilt adjustment mechanism adjusts the tilt angle of the chair back relative to the chair seat; wherein the tilt adjustment mechanism is located at the connection between the chair back and the chair seat.
[0019] Optionally, the game scene includes different scene types and / or different key events under different scene types.
[0020] Optionally, the scene feature vector includes at least one of the following dimensions: scene type, scene elements, action elements, key events, and frequency of key sound effects.
[0021] A second aspect of this disclosure provides a control system for a gaming chair, comprising:
[0022] The acquisition module is used to acquire game-related data;
[0023] The identification module is used to identify the current game scene based on the game-related data;
[0024] The control module is used to control the corresponding mechanism in the gaming chair to perform actions according to the action commands corresponding to the current game scene; wherein, the game scene and the action command are in one-to-one correspondence.
[0025] Optionally, the recognition module is specifically used to extract features from the game-related data to obtain a scene feature vector, and in response to the scene feature vector matching any standard feature vector, to identify the game scene corresponding to the standard feature vector as the current game scene; wherein, the standard feature vector corresponds one-to-one with the game scene.
[0026] Optionally, the control system further includes a matching module, used to determine that the scene feature vector matches the standard feature vector in response to the similarity between the scene feature vector and any standard feature vector reaching a corresponding preset threshold; wherein, the standard feature vector corresponds one-to-one with the preset threshold.
[0027] Optionally, the gaming chair includes a backrest and a seat, and the control module is specifically configured to perform at least one of the following:
[0028] The lumbar support adjustment mechanism is inflated; wherein the lumbar support adjustment mechanism is located in the lumbar region of the chair back.
[0029] The vibration mechanism is controlled to vibrate; wherein the vibration mechanism is located in the shoulder and back area of the chair back;
[0030] The tilt adjustment mechanism controls the left and right tilt angles of the chair seat; wherein the tilt adjustment mechanism is located at the bottom of the chair seat;
[0031] The tilt adjustment mechanism adjusts the tilt angle of the chair back relative to the chair seat; wherein the tilt adjustment mechanism is located at the connection between the chair back and the chair seat.
[0032] Optionally, the game scene includes different scene types and / or different key events under different scene types.
[0033] Optionally, the scene feature vector includes at least one of the following dimensions: scene type, scene elements, action elements, key events, and frequency of key sound effects.
[0034] A third aspect of this disclosure provides a gaming chair, including a memory, a processor, and a computer program stored in the memory and for running on the processor, wherein the processor executes the computer program to implement the control method described in the first aspect.
[0035] A fourth aspect of this disclosure provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the control method described in the first aspect.
[0036] The fifth aspect of this disclosure provides a computer program product including a computer program that, when executed by a processor, implements the control method as described in the first aspect.
[0037] Based on common knowledge in the field, the above-mentioned preferred conditions can be combined arbitrarily to obtain various preferred embodiments of this disclosure.
[0038] The positive and progressive effects of this disclosure are as follows: the gaming chair can interact in real time according to different game scenarios, realizing deep collaboration between the gaming chair and the game scene. This allows players to have real-time, dynamic and precise interaction with the virtual game world, thereby effectively improving the player's gaming experience and immersion. Attached Figure Description
[0039] Figure 1 A three-dimensional structural diagram of a gaming chair provided as an exemplary embodiment of this disclosure;
[0040] Figure 2 A flowchart of a control method for a gaming chair provided in Embodiment 1 of this disclosure;
[0041] Figure 3 This is a schematic diagram illustrating the connection relationship between the processor and different mechanisms in a gaming chair according to Embodiment 1 of this disclosure;
[0042] Figure 4 A flowchart of step S12 provided in Embodiment 1 of this disclosure;
[0043] Figure 5 A flowchart illustrating a specific control method for a gaming chair provided in Embodiment 1 of this disclosure;
[0044] Figure 6 This is a structural block diagram of a control system for a gaming chair provided in Embodiment 1 of this disclosure;
[0045] Figure 7 This is a structural schematic diagram of a gaming chair provided in Embodiment 2 of this disclosure. Detailed Implementation
[0046] The present disclosure is further illustrated below by way of embodiments, but the present disclosure is not limited to the scope of the embodiments described herein.
[0047] The prefixes such as "first" and "second" used in this disclosure are merely for distinguishing different descriptive objects and do not limit the position, order, priority, quantity, or content of the described objects. The use of ordinal numbers and other prefixes used to distinguish descriptive objects in this disclosure does not constitute a limitation on the described objects. The description of the described objects is given in the claims or the context of the embodiments, and should not be construed as an unnecessary limitation. Furthermore, in the description of this embodiment, unless otherwise stated, "multiple" means two or more.
[0048] In this embodiment of the disclosure, the collection, storage, use, processing, transmission, provision, and disclosure of user personal information comply with relevant laws and regulations and do not violate public order and good morals.
[0049] The control method for the gaming chair provided in this embodiment includes: acquiring game-related data, identifying the current game scene based on the game-related data, and controlling the corresponding mechanism in the gaming chair to perform actions according to the action instructions corresponding to the current game scene. It is applicable to scenarios such as training or competition of professional e-sports players, daily games of ordinary players, and e-sports hotel facilities. It is compatible with various types of games. Through the deep collaboration between the gaming chair and the game scene, the player's gaming experience and immersion can be improved.
[0050] In some examples, the gaming chair includes a processor, a backrest, and a seat. The processor executes the control method for the gaming chair provided in this disclosure. The processor can be located on the backrest or at the bottom of the seat. In other examples, the gaming chair also includes a headrest, lumbar support, armrests, a touchscreen, and status lights, wherein the touchscreen and status lights are electrically connected to the processor. Players can interact with the gaming chair through the touchscreen; for example, players can manually adjust linkage parameters, and the touchscreen can also display game scenes, linkage parameters, and linkage status. In some examples, the touchscreen is located on the armrest. Different colors of the status lights can indicate different linkage states, such as green indicating normal linkage, yellow indicating scene recognition in progress, and red indicating linkage abnormality. In some examples, the status lights are located at the top of the backrest. In some examples, the gaming chair also includes a power module for supplying power to the processor, touchscreen, status lights, etc. In a specific example, the power module has an input voltage of 12V, supports both AC power and lithium battery power, and includes overcurrent, overvoltage, and overtemperature protection circuits. Its output power is ≥25W, which can meet the stable operation requirements of various modules inside the gaming chair.
[0051] Figure 1 This is a three-dimensional structural diagram illustrating a gaming chair. (In such...) Figure 1 In the example shown, the gaming chair includes a headrest 11, a backrest 12, a lumbar support 13, armrests 14, a seat 15, a processor 16, and a touch screen 17. The processor 16 is located in the cavity inside the backrest 12, and the touch screen 17 is embedded in the front end of the armrest.
[0052] In some examples, the backrest features a lumbar support adjustment mechanism to adjust the support force on the user's lower back. In practical applications, this mechanism can employ a pneumatic structure, resulting in smoother adjustment and lower noise. In one specific example, the lumbar support adjustment mechanism uses an airbag-type structure with a built-in miniature air pump and pressure sensor, allowing for a support force adjustment range of 5N to 35N, an adjustment accuracy of ±0.5N, and a response time of ≤250ms.
[0053] In some examples, the shoulder and back area of the chair back is equipped with a vibration mechanism to provide vibrations of varying intensities. In specific implementations, the vibration mechanism can provide multi-directional vibrations. In one specific example, the vibration mechanism uses four eccentric motors to provide vibrations in the front-back, rear-facing, left-right, and right-facing directions, with the vibration frequency adjustable from 20Hz to 200Hz and the vibration intensity adjustable from level 1 to level 5, where level 1 is the weakest and level 5 is the strongest, with a response time ≤200ms.
[0054] In some examples, the bottom of the seat is equipped with a tilt adjustment mechanism for adjusting the left and right tilt angles of the seat. In one specific example, the tilt adjustment mechanism is driven by a dual-axis DC geared motor, with a tilt angle adjustment range of -5° to 5°, corresponding to a tilt of 5° to the left and 5° to the right, an adjustment accuracy of ±0.1°, and a response time ≤300ms.
[0055] In some examples, a tilt adjustment mechanism is provided at the connection between the backrest and the seat to adjust the tilt angle of the backrest relative to the seat. In one specific example, the tilt adjustment mechanism is driven by a DC motor, with an adjustment range of 90° to 110°, an adjustment speed of 0.5° / s, and a response time of ≤500ms.
[0056] Example 1
[0057] Figure 2 This embodiment illustrates a control method for a gaming chair. This control method can be executed by the gaming chair's control system, which can be implemented through software and / or hardware. The control system can be part or all of the gaming chair. The following description uses the gaming chair as the executing entity to illustrate the control method provided in this embodiment.
[0058] like Figure 2 As shown, the control method for the gaming chair provided in this embodiment may include the following steps S11~S13:
[0059] Step S11: Obtain game-related data.
[0060] In practice, game-related data can be obtained from the game console. This data can include video keyframes, audio data, and control data. Video keyframes include captured game footage, and audio data includes captured game sound effects and voice recordings. Control data includes captured input data, such as joystick data from a gamepad, key press data from a keyboard, sensor data from wearable devices like Virtual Reality (VR), Augmented Reality (AR), and Artificial Intelligence (AI) glasses, and spatial positioning data.
[0061] In some examples, the gaming chair connects to the game console via a cable to receive game-related data in real time. This cable can be either a High Definition Multimedia Interface (HDMI) or a DisplayPort (DP) interface. In other examples, the gaming chair connects to the game console wirelessly to receive game-related data in real time.
[0062] Step S12: Identify the current game scene based on the game-related data. In specific implementation, the acquired game-related data is parsed, and the current game scene is identified based on the parsing results.
[0063] Step S13: Control the corresponding mechanism in the gaming chair to perform actions according to the action command corresponding to the current game scene; wherein, the game scene and the action command are in one-to-one correspondence.
[0064] In practical implementation, the correspondence between game scenes and action commands can be stored in a mapping library, and this correspondence can be updated according to actual conditions. In some examples, deep learning algorithms are used to optimize the correspondence between game scenes and action commands based on usage data from different players. In one specific example, a Flash storage chip is used to store the correspondence between game scenes and action commands, and the correspondence can be updated via a USB interface.
[0065] In some examples, the game scenarios include different scenario types, such as first-person shooter (FPS) scenarios, multiplayer online battle arena (MOBA) scenarios, role-playing game (RPG) scenarios, etc. In a specific example,
[0066] In other examples, the game scene includes different key events under different scene types, such as gunshot events in FPS scenes, character turning events in FPS scenes, character jumping events in FPS scenes, skill release events in MOBA scenes, team battle events in MOBA scenes, and story dialogue events in RPG scenes.
[0067] It should be noted that the action instructions corresponding to the current game scene may include one action instruction, or two or more action instructions.
[0068] In practice, different motion commands are sent to different mechanisms of the gaming chair to control them to perform corresponding actions. In some examples, such as... Figure 3 As shown, the processor of the gaming chair adjusts the support force on the player's waist by sending support force control commands to the lumbar support adjustment mechanism, makes the vibration mechanism provide vibration of corresponding intensity by sending vibration control commands to the vibration mechanism, adjusts the left and right tilt angle of the seat by sending tilt control commands to the tilt adjustment mechanism, and adjusts the tilt angle of the backrest relative to the seat by sending tilt control commands to the tilt adjustment mechanism.
[0069] In some examples, the action commands include linkage parameters, such as support force, vibration intensity, and tilt angle, controlling the corresponding mechanisms to perform actions based on these parameters. In one specific example, recognizing the current game scene as a team battle event in a MOBA scenario, the corresponding action command is a vibration control command, which includes two levels of vibration intensity. This controls the vibration mechanism to provide vibration at level 2 intensity, thereby creating a tense gaming atmosphere. In another specific example, recognizing the current game scene as a dialogue event in an RPG scenario, the corresponding action commands include a support force control command and a tilt angle control command. The support force control command includes a support force of 15N~20N. The tilt angle control command includes a tilt angle of 100°~110°, controlling the lumbar support adjustment mechanism to provide 15N~20N of support force, and controlling the tilt angle adjustment mechanism to adjust the backrest relative to the seat to 100°~110°, thereby creating a relaxing gaming atmosphere.
[0070] In one of the optional implementation methods, such as Figure 4 As shown, step S12 specifically includes the following steps S121~S122:
[0071] Step S121: Extract features from the game-related data to obtain scene feature vectors.
[0072] The scene feature vector includes at least one of the following dimensions: scene type, scene elements, action elements, key events, and frequency of key sound effects.
[0073] In some examples, feature extraction is performed on video keyframes to obtain scene type, scene elements, and action elements; for example, weapon effects in FPS scenes or skill effects in MOBA scenes can be extracted. In other examples, feature extraction is performed on audio data to obtain the frequencies of key sound effects; for example, gunshot frequencies can be extracted as 100Hz~300Hz, and skill sound effects as 500Hz~1000Hz. In still other examples, feature extraction is performed on both video keyframes and audio data to obtain key events, such as gunshots, skill releases, and dialogue. In yet another set of examples, feature extraction is performed on video keyframes, audio data, and control data to obtain features in a specific dimension of the scene feature vector.
[0074] Step S122: In response to the scene feature vector matching any standard feature vector, the game scene corresponding to the standard feature vector is identified as the current game scene. Here, there is a one-to-one correspondence between the standard feature vector and the game scene.
[0075] It should be noted that if the scene feature vector cannot be matched with any of the standard feature vectors, the game-related data needs to be re-extracted, that is, return to step S121, and then use the newly obtained scene feature vector to match with each of the standard feature vectors.
[0076] In practice, the correspondence between standard feature vectors and game scenes can be stored in a mapping library, and this correspondence can be updated as needed. In some examples, the dimensions included in the scene feature vector are the same as those included in the standard feature vector. For instance, both the scene feature vector and the standard feature vector include the following three dimensions: scene type, key events, and the frequency of key sound effects. In other examples, the dimensions included in the scene feature vector are fewer than those included in the standard feature vector. For instance, the scene feature vector includes the following four dimensions: scene type, scene elements, key events, and the frequency of key sound effects, while the standard feature vector includes the following five dimensions: scene type, scene elements, action elements, key events, and the frequency of key sound effects.
[0077] In one optional implementation, the control method further includes: determining that the scene feature vector matches the standard feature vector in response to the similarity between the scene feature vector and any standard feature vector reaching a corresponding preset threshold.
[0078] In this system, each standard feature vector corresponds one-to-one with a preset threshold. It should be noted that different standard feature vectors can correspond to the same preset threshold or different preset thresholds. In a specific example, the preset threshold for a standard feature vector corresponding to an FPS scenario is 0.85, for a standard feature vector corresponding to a MOBA scenario it is 0.88, and for a standard feature vector corresponding to an RPG scenario it is 0.86.
[0079] In some examples, the similarity is the cosine similarity between the scene feature vector and any standard feature vector. Cosine similarity measures the degree of similarity between two feature vectors by calculating the cosine of the angle between them; the smaller the angle, the larger the cosine value, indicating greater similarity between the two feature vectors. Specifically, it can be calculated using the following formula:
[0080] ;
[0081] in, For cosine similarity, The scene feature vector, For any standard eigenvector, Characterization and dot product, for The Euclidean norm represents the scene feature vector. Length, for The Euclidean norm represents the standard eigenvector. The length.
[0082] In other examples, the similarity is the Euclidean distance similarity between the scene feature vector and any standard feature vector. The Euclidean distance similarity can be the reciprocal of the Euclidean distance or a negative value; the smaller the Euclidean distance between two feature vectors, the greater the Euclidean distance similarity, indicating that the two feature vectors are more similar.
[0083] In an alternative implementation, step S12 utilizes a large model to identify the current game scene. Specifically, key video frames, audio data, control data, and other game-related data are input into the large model, and the current game scene is output. This implementation achieves a deep understanding of the game scene by integrating the cognitive capabilities of a multimodal large model.
[0084] In one optional implementation, step S13 combines the features extracted from the game-related data to control the corresponding mechanism in the gaming chair to perform actions. In a specific example, identifying a gunshot event in an FPS game scene, and combining the features extracted from the game-related data—gunshot frequency—a corresponding vibration control command is sent to the vibration mechanism to control its action to provide vibration at intensity level 3, with the vibration frequency matching the gunshot frequency. In another specific example, identifying a character turning event in an FPS game scene, and combining the features extracted from the game-related data—a character turning left—a corresponding tilt control command is sent to the tilt adjustment mechanism to control its action to adjust the chair seat to tilt synchronously to the left by 1°~3°; and combining the features extracted from the game-related data—a character turning right—a corresponding tilt control command is sent to the tilt adjustment mechanism to control its action to adjust the chair seat to tilt synchronously to the right by 1°~3°.
[0085] Figure 5 A flowchart illustrating a specific control method for a gaming chair. Figure 5 In the example shown, Stage 1: The gaming chair is powered on, the processor completes self-test operations such as initialization, and loads a mapping library storing the correspondence between game scenes and action commands. The touchscreen displays "Linkage Ready," and the status light is green. Stage 2: Key video frames, audio data, control data, and other game-related data are acquired from the game console in real time, and features are extracted to output a multi-dimensional scene feature vector. Stage 3: The multi-dimensional scene feature vector is matched with preset standard feature vectors. If the similarity between the multi-dimensional scene feature vector and any standard feature vector reaches a preset threshold, the game scene corresponding to the standard feature vector is identified as the current game scene; otherwise, the status light is yellow, and feature matching continues until a match is successful. Specifically, RPG scenes correspond to tilt control commands, MOBA scenes correspond to support force control commands, and FPS scenes correspond to vibration control commands and side tilt control commands. Stage 4: Based on the action commands corresponding to the current game scene, the corresponding mechanisms are controlled to perform actions to achieve linkage with the current game scene. During linkage, the status light is green, and the touchscreen displays linkage parameters. Phase 5: When switching game scenes, such as from an RPG scene to an FPS scene, feature extraction is performed on the game-related data acquired in real time, and the standard feature vector is rematched.
[0086] In some examples, the processor includes an HDMI data parsing module using an HDMI 2.1 interface, supporting 4K / 60Hz video parsing. It integrates video frame acquisition, audio signal decoding, and control data extraction units, receiving HDMI data transmitted from the game console in real time and parsing and outputting game video keyframes, audio data, and control data. The video keyframes have a frame rate of 30fps, and the audio data has a frequency range of 20Hz to 20kHz.
[0087] In some examples, the processor mentioned above includes a scene feature extraction module, which integrates an image feature extraction unit and an audio feature extraction unit. The image feature extraction unit is used to extract features from video keyframes, and the audio feature extraction unit is used to extract features from audio data.
[0088] In some examples, the processor includes a central control module that integrates a scene feature matching algorithm unit and a control decision unit. The scene feature matching algorithm unit matches the scene feature vector with various standard feature vectors, and if the scene feature vector matches any standard feature vector, identifies the game scene corresponding to that standard feature vector as the current game scene. The control decision unit controls the corresponding mechanisms in the gaming chair to perform actions based on the action commands corresponding to the current game scene.
[0089] In some examples, the HDMI data parsing module connects to the scene feature extraction module via a data interface, and the scene feature extraction module connects to the central control module via an SPI interface.
[0090] Corresponding to the control methods of the aforementioned gaming chairs, such as Figure 6 As shown, this embodiment also provides a control system for a gaming chair, including an acquisition module 61, an identification module 62, and a control module 63. The acquisition module 61 is used to acquire game-related data; the identification module 62 is used to identify the current game scene based on the game-related data; the control module 63 is used to control the corresponding mechanism in the gaming chair to perform actions according to the action commands corresponding to the current game scene; wherein, the game scene and the action command correspond one-to-one.
[0091] In one optional implementation, the aforementioned identification module is specifically used to extract features from the game-related data to obtain a scene feature vector, and in response to the scene feature vector matching any standard feature vector, to identify the game scene corresponding to the standard feature vector as the current game scene; wherein, the standard feature vector corresponds one-to-one with the game scene.
[0092] In one optional implementation, the control system further includes a matching module, used to determine that the scene feature vector matches the standard feature vector in response to the similarity between the scene feature vector and any standard feature vector reaching a corresponding preset threshold; wherein, the standard feature vector corresponds one-to-one with the preset threshold.
[0093] In one optional implementation, the gaming chair includes a backrest and a seat, and the control module is specifically configured to perform at least one of the following:
[0094] The lumbar support adjustment mechanism is inflated; wherein the lumbar support adjustment mechanism is located in the lumbar region of the chair back.
[0095] The vibration mechanism is controlled to vibrate; wherein the vibration mechanism is located in the shoulder and back area of the chair back;
[0096] The tilt adjustment mechanism controls the left and right tilt angles of the chair seat; wherein the tilt adjustment mechanism is located at the bottom of the chair seat;
[0097] The tilt adjustment mechanism adjusts the tilt angle of the chair back relative to the chair seat; wherein the tilt adjustment mechanism is located at the connection between the chair back and the chair seat.
[0098] In one optional implementation, the game scene includes different scene types and / or different key events under different scene types.
[0099] In one optional implementation, the scene feature vector includes at least one of the following dimensions: scene type, scene elements, action elements, key events, and frequency of key sound effects.
[0100] It should be noted that the control system provided in this embodiment may be a separate chip, chip module, or gaming chair, or it may be a chip or chip module integrated into the gaming chair.
[0101] Regarding the various modules / units included in the control system described in this embodiment, they may be software modules / units, hardware modules / units, or a combination of both.
[0102] For the system embodiments, since they basically correspond to the method embodiments, the relevant parts can be referred to in the description of the method embodiments. The system embodiments described above are merely illustrative. The units described as separate components may or may not be physically separate. The components as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of the modules can be selected to achieve the purpose of this disclosure according to actual needs.
[0103] Example 2
[0104] Figure 7 This is a schematic diagram of a gaming chair provided in this embodiment. The gaming chair includes at least one processor and a memory communicatively connected to the at least one processor. The memory stores a computer program that can be executed by the at least one processor, and the computer program is executed by the at least one processor to enable the at least one processor to perform the steps of the gaming chair control method in Embodiment 1. Figure 7 The gaming chair 3 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.
[0105] The components of the gaming chair 3 may include, but are not limited to: at least one processor 4, at least one memory 5, and a bus 6 connecting different system components (including memory 5 and processor 4).
[0106] Bus 6 includes a data bus, an address bus, and a control bus.
[0107] The memory 5 may include volatile memory, such as random access memory (RAM) 51 and / or cache memory 52, and may further include read-only memory (ROM) 53.
[0108] The memory 5 may also include a program tool 55 having a set (at least one) of program modules 54, including but not limited to: an operating system, one or more application programs, other program modules, and program data, each or some combination of these examples may include an implementation of a network environment.
[0109] The processor 4 executes various functional applications and data processing by running computer programs stored in the memory 5, such as the control method for the gaming chair in Embodiment 1 above.
[0110] The gaming chair 3 can also communicate with one or more external devices 7 (such as keyboards, pointing devices, etc.). This communication can be achieved through input / output (I / O) interfaces 8. Furthermore, the gaming chair 3 can also communicate with one or more networks (such as local area networks (LANs), wide area networks (WANs), and / or public networks, such as the Internet) via network adapter 9. Figure 7 As shown, network adapter 9 communicates with other modules of gaming chair 3 via bus 6. It should be understood that, although... Figure 7 As not shown in the diagram, it can be used in conjunction with the gaming chair 3 with other hardware and / or software modules, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (disk array) systems, tape drives, and data backup storage systems.
[0111] It should be noted that although several units / modules or sub-units / modules of the gaming chair have been mentioned in the detailed description above, this division is merely exemplary and not mandatory. In fact, according to embodiments of this disclosure, the features and functions of two or more units / modules described above can be embodied in one unit / module. Conversely, the features and functions of one unit / module described above can be further divided and embodied by multiple units / modules.
[0112] Example 3
[0113] This embodiment provides a computer-readable storage medium storing a computer program thereon, which, when executed by a processor, implements the steps of the gaming chair control method in Embodiment 1.
[0114] The readable storage medium may be more specifically adopted, including but not limited to: portable disk, hard disk, random access memory, read-only memory, erasable programmable read-only memory, optical storage device, magnetic storage device, or any suitable combination thereof.
[0115] In a possible implementation, this disclosure can also be implemented as a computer program product comprising a computer program that, when executed by a processor, implements the steps of the gaming chair control method in Embodiment 1.
[0116] The computer program for executing the present disclosure can be written in any combination of one or more programming languages, and the computer program can be executed entirely on a gaming chair, partially on a gaming chair, as a standalone software package, partially on a gaming chair and partially on a remote device, or entirely on a remote device.
[0117] While specific embodiments of this disclosure have been described above, those skilled in the art should understand that these are merely illustrative examples, and the scope of protection of this disclosure is defined by the appended claims. Those skilled in the art can make various changes or modifications to these embodiments without departing from the principles and essence of this disclosure, but all such changes and modifications fall within the scope of protection of this disclosure.
Claims
1. A control method for a gaming chair, characterized in that, Includes the following steps: Obtain game-related data; Identify the current game scene based on the aforementioned game-related data; The corresponding mechanism in the gaming chair is controlled to perform actions according to the action command corresponding to the current game scene; wherein, the game scene and the action command are in one-to-one correspondence.
2. The control method as described in claim 1, characterized in that, The process of identifying the current game scene based on the game-related data specifically includes: Feature extraction is performed on the game-related data to obtain scene feature vectors; In response to the scene feature vector matching any standard feature vector, the game scene corresponding to the standard feature vector is identified as the current game scene; Among them, the standard feature vectors correspond one-to-one with the game scenes.
3. The control method as described in claim 2, characterized in that, The control method further includes: In response to the scene feature vector and any standard feature vector reaching a corresponding preset threshold, it is determined that the scene feature vector matches the standard feature vector; Among them, the standard feature vectors correspond one-to-one with the preset thresholds.
4. The control method as described in claim 1, characterized in that, The gaming chair includes a backrest and a seat, and the mechanism controlling the corresponding actions of the gaming chair includes at least one of the following: The lumbar support adjustment mechanism is inflated; wherein the lumbar support adjustment mechanism is located in the lumbar region of the chair back. The vibration mechanism is controlled to vibrate; wherein the vibration mechanism is located in the shoulder and back area of the chair back; The tilt adjustment mechanism controls the left and right tilt angles of the chair seat; wherein the tilt adjustment mechanism is located at the bottom of the chair seat; The tilt adjustment mechanism adjusts the tilt angle of the chair back relative to the chair seat; wherein the tilt adjustment mechanism is located at the connection between the chair back and the chair seat.
5. The control method according to any one of claims 1-4, characterized in that, The game scenarios include different scenario types and / or different key events within different scenario types.
6. The control method as described in claim 2 or 3, characterized in that, The scene feature vector includes at least one of the following dimensions: scene type, scene elements, action elements, key events, and frequency of key sound effects.
7. A control system for a gaming chair, characterized in that, include: The acquisition module is used to acquire game-related data; The identification module is used to identify the current game scene based on the game-related data; The control module is used to control the corresponding mechanism in the gaming chair to perform actions according to the action commands corresponding to the current game scene; wherein, the game scene and the action command are in one-to-one correspondence.
8. A gaming chair, comprising a memory, a processor, and a computer program stored in the memory and for running on the processor, characterized in that, When the processor executes the computer program, it implements the control method according to any one of claims 1-6.
9. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by the processor, it implements the control method according to any one of claims 1-6.
10. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by the processor, it implements the control method as described in any one of claims 1-6.