Immersive interaction method and system for queuing area of theme experience space and medium
By capturing and analyzing location and behavior data in the queuing area in real time, control commands are generated to drive multiple feedback units to output collaboratively, creating a multi-dimensional immersive interactive environment. This solves the problems of uneven resource allocation and poor experience in theme park queuing areas, and achieves unobstructed interaction and efficient immersive experience.
Patent Information
- Application Number
- CN202511968711.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-12-24
- Publication Date
- 2026-05-15
AI Technical Summary
Existing technologies cannot effectively solve the problems of uneven resource allocation and large differences in experience in queuing areas of theme parks and other venues. Furthermore, ground projection solutions are easily obstructed, affecting the interactive experience.
By capturing the location, movement trajectory, and behavioral characteristics within the target area in real time, a standardized data stream is generated. The queue density heatmap and microstep trajectory data are analyzed to drive multiple feedback units to output collaboratively, creating a multi-dimensional immersive interactive environment, including visual and audio feedback, and utilizing different spatial media for dynamic rendering and interaction.
It achieves adaptive resource allocation and multi-dimensional spatial depth creation, solves the problem of poor experience in queuing areas, avoids the obstruction problem of traditional ground projection, and provides flexible adaptability to highly dynamic crowd flow environments.
Smart Images

Figure CN122044348A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of immersive interactive display technology, and more specifically, to an immersive interactive method, system, and medium for indoor and outdoor queuing areas in themed immersive spaces such as theme parks, science and technology museums, and museums. Background Technology
[0002] In theme parks, large exhibition halls, and popular tourist attractions, excessively long waiting times are a major pain point leading to a decreased user experience. To alleviate boredom and fatigue during waiting, and to increase the diversity of experiential methods and content delivery media, various forms of interactive or display devices are being explored within existing technologies.
[0003] In existing technologies, various position capture technologies, such as pressure sensor arrays, machine vision, and infrared sensing, have been widely applied in the field of human-computer interaction. For example, some solutions disclose the detection of a user's position and pressure distribution using pressure sensors, and use this information for game control or motion-sensing interaction; other solutions use cameras to achieve human position tracking and interactive feedback. However, these existing technologies mainly use position or pressure data for simple control input, posture correction, or basic interactive feedback. When applied to large queuing areas, this simple mapping mechanism cannot effectively solve the problems of uneven resource allocation and large differences in the user experience, and solutions that rely on ground projection suffer from severe occlusion problems, affecting the interactive experience.
[0004] In terms of real-time feedback, existing technologies have also disclosed feedback mechanisms based on location input, which are usually global, simple visual signals or limited to tactile modalities, and ground projection feedback is easily occluded.
[0005] In conclusion, existing technologies still significantly limit the ability to provide highly immersive and engaging interactive art experiences for densely packed crowds in queuing areas when utilizing location and behavioral data for immersive art displays. Summary of the Invention
[0006] In view of this, the present invention proposes an immersive interactive method, system and medium for queuing areas in themed experience spaces, aiming to solve the problem of poor experience for target audiences caused by excessively long queuing times in existing theme parks.
[0007] On one hand, this invention proposes an immersive interactive method for a queuing area in a themed experience space. This method includes the following steps: a location and behavior capture step, which captures in real time the location, movement trajectory, and behavioral characteristics of target objects within the target area; a data standardization processing step, which performs coordinate calibration and data standardization on the captured location, movement trajectory, and behavioral characteristic data to generate a standardized raw data stream; a data analysis step, which analyzes and processes the standardized raw data stream to determine a continuous queue density heatmap and micro-step trajectory data of each target object within the target area; an instruction generation step, which generates control instructions based on the continuous queue density heatmap and micro-step trajectory data of each target object within the target area; and a dynamic interaction step, which, in response to the control instructions, drives multiple feedback units to perform collaborative outputs associated with target objects within the target area, constructing a multi-dimensional immersive interactive environment for at least one target object.
[0008] Furthermore, in the aforementioned immersive interactive method for the queuing area of the themed experience space, the control commands include: resource allocation commands and spatial layering mapping commands. The dynamic interactive steps include the following sub-steps: a focus display sub-step, in response to the resource allocation command, differentially rendering and outputting the output content of at least two feedback units based on the density differences indicated by the queue density heatmap; a light and shadow following sub-step, in response to the spatial layering mapping command, synchronously driving at least two feedback units located in different physical locations to output feedback related to the behavior of the specific target object, for the specific target object indicated by the target object behavior information; and a multi-dimensional display sub-step, in response to the spatial layering mapping command, driving the multiple feedback units to output content corresponding to different artistic logic layers to spatial media with predetermined depth differences in physical space and different dimensions.
[0009] Furthermore, in the aforementioned immersive interactive method for the queuing area of the themed experience space, the spatial medium includes: a wall medium, a ceiling medium, a transparent or semi-transparent medium located between the wall medium and the observer, and a ground medium; the method of driving the multiple feedback units to output content corresponding to different artistic logic layers to spatial media of different dimensions with a predetermined depth difference in physical space includes: the feedback content of the first logic level is mapped to the wall medium output as a background layer; the feedback content of the second logic level is mapped to the ceiling medium output to represent group behavior; the feedback content of the third logic level is mapped to the transparent or semi-transparent medium output to represent real-time feedback highly correlated with the behavior of the target object; and the feedback content of the fourth logic level is mapped to the ground medium output to represent ground interaction synchronized with the behavior of the target object.
[0010] Furthermore, the immersive interactive method for the queuing area of the aforementioned themed experience space includes the following sub-steps in its data analysis steps: a preprocessing sub-step, which uses median filtering, linear interpolation, and coordinate mapping algorithms to preprocess the standardized raw data stream and generate a structured data matrix based on the standardized raw data stream; a feature extraction sub-step, which uses a queue density heatmap generation algorithm to generate a queue density heatmap representing the distribution of the crowd based on the structured data matrix; and a microstep tracking sub-step, which uses a dynamic clustering algorithm to decompose the structured data matrix based on the structured data matrix and uses centroid calculation and Kalman filtering algorithms to fit and generate microstep trajectory data for each target object.
[0011] Furthermore, in the aforementioned immersive interactive method for queuing areas in themed experience spaces, the data analysis step further includes the following sub-step: a pedestrian flow prediction sub-step, which employs a time series prediction algorithm to train a prediction model based on historical density heatmap data to predict the flow direction and density change trend of target objects within a preset time period.
[0012] Furthermore, in the aforementioned immersive interactive method for the queuing area of the themed experience space, the instruction generation step includes the following sub-steps: an allocation instruction generation sub-step, which generates resource allocation instructions based on a continuous queue density heatmap to guide the display of crowd flow gradient comparison; and a mapping instruction generation sub-step, which calculates the movement speed of each target object based on its micro-step trajectory data using a speed calculation algorithm, and generates a spatial layered mapping instruction containing target coordinates, feedback intensity, and synchronization timing, in conjunction with preset feedback effect mapping rules, to guide the display of light and shadow, behavioral feedback, and multi-dimensional layered display.
[0013] Furthermore, in the aforementioned immersive interactive method for the queuing area of the themed experience space, the multiple feedback units include a visual output unit and an audio output unit; the visual output unit includes at least one of the following: a projection unit, a controllable light source unit, and a self-illuminating display unit set on the ground; the audio output unit includes a directional audio unit; the visual output unit is configured to output to multiple spatial media with physical depth differences within the target area; the spatial media include: a wall medium, a ceiling medium, a transparent or translucent medium located between the wall medium and the observer, and a ground medium; the minimum physical depth difference between the transparent or translucent medium and the wall medium is greater than or equal to 50 cm, and the minimum physical depth difference between the ground medium and the transparent or translucent medium is greater than or equal to 2 meters.
[0014] On the other hand, this invention proposes an immersive interactive system for a themed experience space queuing area. This system includes: a location and behavior capture unit for real-time capture of the location, movement trajectory, and behavioral characteristics of target objects within a target area; a data standard processing unit for performing coordinate calibration and data standardization on the captured location, movement trajectory, and behavioral characteristic data to generate a standardized raw data stream; a data analysis unit for analyzing and processing the standardized raw data stream to determine a continuous queue density heatmap and microstep trajectory data of each target object within the target area; an instruction generation unit for generating control instructions based on the continuous queue density heatmap and microstep trajectory data of each target object within the target area; and a dynamic interaction unit for responding to the control instructions and driving multiple feedback units to perform collaborative outputs associated with target objects within the target area, thereby constructing a multi-dimensional immersive interactive environment for at least one target object.
[0015] In another aspect, the present invention provides a computer-readable storage medium storing a computer program for performing the methods described in any of the above aspects of the present invention.
[0016] In another aspect, the present invention provides an electronic device comprising: a processor; a memory for storing executable instructions of the processor; the processor being configured to read the executable instructions from the memory and execute the instructions to implement the method described in any of the preceding aspects of the present invention.
[0017] The immersive interactive method, system, and medium for queuing areas in themed experience spaces provided by this invention capture the position, movement trajectory, and behavioral characteristics of target objects within a target area. Based on this, a standardized raw data stream is generated, analyzed, and processed to determine a continuous queue density heatmap and micro-step trajectory data of each target object within the target area. Then, based on this continuous queue density heatmap and micro-step trajectory data, control commands are generated, driving multiple feedback units to perform collaborative outputs associated with target objects within the target area. This constructs a multi-dimensional immersive interactive environment for at least one target object, effectively realizing data-driven adaptive allocation of art display resources and multi-dimensional interactive capabilities. The creation of dimensional spatial depth provides a novel and efficient solution to the problem of poor visitor experience in theme park queue areas. It addresses the issue of excessively long queue times in existing theme parks leading to a poor experience for target users. Simultaneously, the collaborative output of multiple feedback units associated with target objects within the target area constructs a multi-dimensional immersive interactive environment for at least one target object, solving the occlusion problem of traditional ground projection and achieving unobstructed ground interaction. Furthermore, by combining continuous queue density heatmaps within the target area and micro-step trajectory data of each target object, it enables dynamic adjustment of multiple feedback units. At the same time, the multi-technical architecture of the capture units can be adapted to different highly dynamic crowd environments such as theme parks, offering high flexibility. Attached Figure Description
[0018] Various other advantages and benefits will become apparent to those skilled in the art upon reading the following detailed description of preferred embodiments. The accompanying drawings are for illustrative purposes only and are not intended to limit the invention. Furthermore, the same reference numerals denote the same parts throughout the drawings. In the drawings: Figure 1 A flowchart illustrating the immersive interactive method for a queuing area in a themed experience space provided in an embodiment of the present invention; Figure 2 A schematic diagram of the overall system scenario and architecture of the immersive interactive system for the queuing area of the themed experience space provided in this embodiment of the invention; Figure 3 A flowchart illustrating the data analysis steps provided in this embodiment of the invention; Figure 4 A flowchart illustrating the instruction generation steps provided in an embodiment of the present invention; Figure 5 A flowchart illustrating the dynamic interactive steps provided in an embodiment of the present invention; Figure 6 This is a structural block diagram of the immersive interactive system for the queuing area of the themed experience space provided in an embodiment of the present invention; Figure 7 A flowchart illustrating the principle structure of the immersive interactive system for the queuing area of the themed experience space provided in this embodiment of the invention; Figure 8 A structural block diagram of the data analysis unit provided in an embodiment of the present invention; Figure 9 This is a structural block diagram of the instruction generation unit provided in an embodiment of the present invention; Figure 10 This is a structural block diagram of the dynamic interactive unit provided in an embodiment of the present invention; Figure 11 This is a structural block diagram of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0019] Hereinafter, exemplary embodiments according to the present invention will be described in detail with reference to the accompanying drawings. Obviously, the described embodiments are merely some embodiments of the present invention, and not all embodiments of the present invention. It should be understood that the present invention is not limited to the exemplary embodiments described herein.
[0020] It should be noted that, unless otherwise specifically stated, the relative arrangement, numerical expressions, and values of the components and steps described in these embodiments do not limit the scope of the invention.
[0021] Those skilled in the art will understand that the terms "first," "second," etc., in the embodiments of the present invention are only used to distinguish different steps, devices, or modules, and do not represent any specific technical meaning, nor do they indicate a necessary logical order between them.
[0022] It should also be understood that in the embodiments of the present invention, "multiple" can refer to two or more, and "at least one" can refer to one, two or more.
[0023] It should also be understood that any component, data or structure mentioned in the embodiments of the present invention can generally be understood as one or more unless explicitly defined or given contrary instructions in the context.
[0024] Furthermore, the term "and / or" in this invention is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, or B existing alone. Additionally, the character " / " in this invention generally indicates that the preceding and following related objects have an "or" relationship.
[0025] It should also be understood that the description of the various embodiments in this invention emphasizes the differences between the various embodiments, and the similarities or similarities can be referred to each other. For the sake of brevity, they will not be described in detail.
[0026] At the same time, it should be understood that, for ease of description, the dimensions of the various parts shown in the accompanying drawings are not drawn according to actual scale.
[0027] The following description of at least one exemplary embodiment is merely illustrative and is in no way intended to limit the invention or its application or use.
[0028] Techniques, methods, and equipment known to those skilled in the art may not be discussed in detail, but where appropriate, they should be considered part of the specification.
[0029] It should be noted that similar labels and letters in the following figures indicate similar items; therefore, once an item is defined in one figure, it does not need to be discussed further in subsequent figures.
[0030] The embodiments of this invention can be applied to electronic devices such as terminal devices, computer systems, and servers, and can operate together with a wide range of other general-purpose or special-purpose computing system environments or configurations. Well-known examples of terminal devices, computing systems, environments, and / or configurations suitable for use with electronic devices such as terminal devices, computer systems, and servers include, but are not limited to: personal computer systems, server computer systems, thin clients, thick clients, handheld or laptop devices, microprocessor-based systems, set-top boxes, programmable consumer electronics, network PCs, minicomputer systems, mainframe computer systems, and distributed cloud computing environments including any of the above systems, etc.
[0031] Electronic devices such as terminal devices, computer systems, and servers can be described in the general context of computer system executable instructions (such as program modules) executed by a computer system. Typically, program modules can include routines, programs, object programs, components, logic, data structures, etc., which perform specific tasks or implement specific abstract data types. Computer systems / servers can be implemented in distributed cloud computing environments, where tasks are executed by remote processing devices connected via communication networks. In distributed cloud computing environments, program modules can reside on local or remote computing system storage media, including storage devices.
[0032] Method Implementation Examples: See Figure 1 This is a flowchart illustrating the immersive interactive method for a queuing area in a themed experience space provided in this embodiment of the invention. As shown in the figure, the method includes the following steps: Location behavior capture step S1: Real-time capture of the location, movement trajectory and behavior characteristics of the target object within the target area.
[0033] Specifically, a location and behavior capture unit can be used to capture the location, movement trajectory, and behavioral characteristics of target objects within a target area in real time. This unit, a core sensing component, is a multi-technology fusion architecture encompassing one or more technologies, including pressure sensing, machine vision (e.g., cameras), infrared sensing, and WiFi probes. The core sensing component can be flexibly selected according to the application scenario. For example, the tourist location and behavior capture unit can be replaced with an infrared sensor array or a WiFi probe array depending on the scenario requirements. Subsequent algorithms do not require modification; only the data preprocessing adaptation parameters need adjustment to achieve seamless switching between different capture technologies. In outdoor queuing areas, infrared sensing components with stronger anti-interference capabilities can be selected; in indoor enclosed areas, WiFi probes can be used to achieve contactless capture.
[0034] In this embodiment, location and behavior capture units are laid or deployed on the ground and surrounding space of the target area to collect real-time data on the location, movement trajectory, and behavioral characteristics of tourists within the queuing area. The target area can be the queuing area. The location and behavior capture units can be selected according to the application scenario. When ground behavior capture is prioritized, a pressure-sensitive tile array is used, laid out in a matrix to cover the queuing area. Each tile unit integrates a high-sensitivity piezoresistive or piezoelectric sensor array, forming a matrix-like structure. Figure 2 The ground interaction layer L4 is shown. When contactless, large-area capture is required, a high-definition camera array (machine vision) is deployed above the queuing area, combined with image recognition algorithms to achieve crowd positioning. When the ambient light is complex, infrared sensing components can be added to assist in capture. All core sensing components have a sampling frequency set to greater than or equal to 30Hz to ensure the capture of the dynamic characteristics of individual tourists' micro-step trajectories, i.e., the frequency of capturing tourists' minute movements (i.e., micro-step trajectories). The spatial resolution is designed to ensure that the maximum physical distance between adjacent effective sensing points is no more than 5 cm, achieving centimeter-level positioning accuracy. The target object is the tourist. When pressure-sensitive sensing components are used, they can be laid on the ground in the form of modular floor tiles. When machine vision components are used, crowd capture is achieved through a high-definition camera array deployed above the queuing area. When infrared or WiFi probe components are used, they can be integrated into the surrounding pillars or ceiling structure of the queuing area to achieve contactless tourist location perception. In this embodiment, when a tourist enters the queuing area, the pressure-sensitive floor tile unit array and the top camera array are activated simultaneously, continuously collecting pressure data and image data at a frequency of 50Hz.
[0035] The data standardization processing step S2 involves performing coordinate calibration and data standardization processing on the captured location, movement trajectory, and behavioral feature data to generate a standardized raw data stream.
[0036] Specifically, the raw data collected by the position and behavior capture unit is transmitted to the data standard processing unit. The data standard processing unit can serve as a data fusion and calibration module. After filtering, noise reduction, coordinate calibration, and data standardization, the raw data collected by the position and behavior capture unit generates a standardized data stream in a unified format to output standardized data in a unified coordinate system. That is, after the captured position, movement trajectory, and behavior feature data are processed by the data fusion and calibration module, a standardized position and behavior data stream is output to ensure the universality of subsequent algorithm processing.
[0037] Data analysis step S3 involves analyzing and processing the standardized raw data stream to determine the continuous queue density heatmap and the micro-step trajectory data of each target object within the target area.
[0038] Specifically, the standardized raw data stream obtained from the data standard processing step S2 can be analyzed and processed. In particular, preprocessing algorithms, core feature extraction algorithms, and time series prediction algorithms (such as LSTM neural networks) can be used in sequence to determine the continuous queue density heat map, the micro-step trajectory data of each target object, and the trend of population flow direction and density change within a preset time period.
[0039] In instruction generation step S4, control instructions are generated based on the continuous queue density heatmap within the target area and the micro-step trajectory data of each target object.
[0040] Specifically, based on the continuous queue density heatmap within the target area determined in data analysis step S3, the micro-step trajectory data of each target object, and the flow direction and density change trend of the target objects within a preset time period, control instructions are generated. The control instructions may include: resource allocation instructions, spatial layer mapping instructions, and resource pre-allocation instructions.
[0041] In dynamic interaction step S5, in response to control commands, multiple feedback units are driven to perform collaborative outputs associated with target objects within the target area, thereby constructing a multi-dimensional immersive interactive environment for at least one target object.
[0042] Specifically, after generating control commands, the central processing unit (e.g., a server cluster integrating an art content rendering server and an AD-D / L system) distributes the command packets to the control subsystems of each feedback unit via a high-speed communication network (such as Gigabit Ethernet or a 5G private network). Upon receiving the control commands, each feedback unit's local controller (such as a DMX controller or a partition drive module) parses the commands and drives multiple feedback units to perform collaborative outputs associated with target objects within the target area. This constructs a multi-dimensional immersive interactive environment for at least one target object; that is, based on the target object's state, content information is mapped according to spatial rules, driving multiple physically separate output terminals to output synchronously or in association. Furthermore, at least one feedback unit can be driven to display art content. In particular, the display of art content can be dynamically adjusted based on the queue density heatmap and waiting time. When the waiting time exceeds 30 minutes, it switches to low-dynamic, meditative art content; when the waiting time is shortened to within 10 minutes, it switches to high-dynamic, highly interactive art content. Content adaptation can be achieved through algorithm parameter adjustments.
[0043] In this embodiment, to achieve the multi-dimensional immersive interactive effect of the present invention, multiple feedback units are distributed at different physical locations within the target area to respond to control commands and provide coordinated output. Physically, these feedback units are implemented into two main categories: visual output units and audio output units. The collaborative work of these units constructs the sensory foundation of the interactive environment.
[0044] In this embodiment, the visual output unit includes at least one of the following: a projection unit, a controllable light source unit, and a self-emissive display unit disposed on the ground. The projection unit can be a set of high-performance projectors (e.g., laser projectors) equipped with a high-speed digital light processing (DLP) chip and a high-speed galvanometer deflection system to achieve rapid focus adjustment. The projectors can be installed high in the target area to project dynamic images onto walls, ceilings, and transparent media screens. The controllable light source unit can be an LED spotlight array controlled by the DMX protocol, installed on the ceiling or side wall, to project a focused beam that follows the individual's micro-steps, i.e., projecting a following light and shadow onto the side wall or ceiling where the target individual is located. The self-emissive display unit disposed on the ground can be a self-emissive floor tile array (LED floor). The self-emissive floor tile array (LED floor) uses modular LED floor tiles and has independent zone driving function. That is, each tile unit can independently control brightness, color, and lighting mode, enabling precise control of local light and shadow, solving the occlusion problem of traditional ground projection, and is the core hardware for achieving unobstructed ground interaction. Among them, the self-illuminating floor tile array can integrate pressure sensing function to achieve "capture-display" integration, further simplifying the system structure; at the same time, flexible LED floor tiles can be used to adapt to irregularly shaped queuing areas, improving installation flexibility.
[0045] In this embodiment, the audio output unit includes a directional audio unit, which can be a directional sound beam speaker array. This array projects directional audio feedback onto the location of the target individual's micro-step trajectory. Mounted on the ceiling or a high side wall, the directional sound beam speaker array focuses the audio content onto the head area of a specific visitor, creating an independent sound field and avoiding interference with surrounding visitors. The self-illuminating floor tile array is connected to a local light-emitting driving module, used to activate the floor tile unit corresponding to the target individual's micro-step trajectory, generating synchronized ground light and shadow feedback. The local driving module of the directional sound beam speaker array is integrated with the local light-emitting driving module of the self-illuminating floor tile array.
[0046] To create a strong sense of spatial depth and an immersive experience, physical depth differences can be used to create a deeply immersive experience. This embodiment transforms the logical layering of artistic effects into layered projection / display in physical space, combining self-illuminating floor tiles to achieve unobstructed layering of the ground. In particular, the physical viewing space of the target area (such as a queuing corridor) is clearly defined as four spatial media layers with significant depth differences. Figure 2 As shown, the spatial medium may include: a wall W (i.e., a side wall), a ceiling C, a transparent or semi-transparent medium such as a transparent medium screen T located between the wall and the observer, and a ground medium such as self-illuminating floor tiles F; the transparent or semi-transparent medium may be suspended above the queuing area. Here, the wall W refers to the solid wall to the side of the visitor, serving as the first display plane and providing the basic background and color for the immersive environment; the ceiling C refers to the top surface above the area, serving as the second display plane and forming a vertical spatial relationship with the wall medium. The transparent medium screen T refers to the medium suspended between the wall and the visitor, such as a gauze curtain, a transparent OLED screen, or special glass. This medium is located in front of the wall medium, forming a first physical depth difference D1 with the wall, displaying the collective artistic effect generated by the overall queue movement. The ground medium F refers to the ground composed of an array of self-illuminating floor tiles, serving as the fourth display plane and forming a second physical depth difference D2 with the transparent or semi-transparent medium above it. The first physical depth difference D1 (i.e., the distance between the transparent medium T and the wall medium W) is set to be greater than or equal to 50 centimeters. This distance ensures a clearly perceptible relative displacement between the foreground (T) and background (W) content as the visitor's gaze moves, establishing a basic spatial hierarchy. The second physical depth difference D2 (the vertical distance between the ground medium F and the transparent medium T) is set to be greater than or equal to 2 meters. This significant distance difference creates a strong visual separation between the interactive light and shadow on the ground (the closest view) and the particle effects on the transparent screen in the air (the middle foreground), producing a parallax stereoscopic effect. This ensures a noticeable parallax effect when the visitor observes the scene, greatly enhancing the three-dimensional depth of the entire visual scene and the spatial sense and immersive experience of the artwork.
[0047] In this embodiment, in response to control commands, the content rendering parameters can be dynamically adjusted to improve the rendering fidelity and pixel density of the focal area, especially the area with the highest density, in order to simulate the highest resolution display effect. Art display resources such as the highest brightness can also be concentrated and allocated to the focal area. Through the coordinated display of side wall / ceiling projection and self-illuminating floor tiles, visitors in high-density areas can be ensured to have the best visual experience.
[0048] See Figure 3 This is a flowchart of the data analysis steps provided in an embodiment of the present invention. As shown in the figure, the data analysis step S3 includes the following steps: In the preprocessing sub-step S31, the standardized raw data stream is preprocessed using median filtering, linear interpolation, and coordinate mapping algorithms to generate a structured data matrix.
[0049] Specifically, the preprocessing algorithm can be executed to process the standardized raw data stream, including filtering, noise reduction, outlier removal, and data calibration, especially coordinate calibration, to eliminate system errors from different sensing components. This is achieved by using median filtering to remove abnormal noise. Simultaneously, a linear interpolation algorithm fills in the gaps between discrete data, mapping the discrete sensor data to a unified physical coordinate system to generate structured intermediate data, providing a data foundation for subsequent feature extraction. Finally, a coordinate mapping algorithm unifies the data to a preset queuing area physical coordinate system, generating a structured data matrix. During preprocessing, a dynamic thresholding algorithm identifies and removes background noise vibrations with amplitudes below a preset threshold to ensure data validity.
[0050] In the feature extraction sub-step S32, based on the structured data matrix, a queue density heatmap generation algorithm is executed to generate a queue density heatmap representing the distribution of the population. In particular, spatial sliding window aggregation algorithm and Gaussian interpolation algorithm can be used to generate continuous queue density heatmaps.
[0051] Specifically, based on the preprocessed structured data matrix, a real-time heatmap representing the density of the queue is generated through spatial aggregation calculation and density interpolation algorithms. In particular, a spatial sliding window aggregation algorithm can be used to calculate the average pressure / number of people in each grid cell, and then a continuous queue density heatmap H(x, y, t) can be generated through Gaussian interpolation. High-weighted areas correspond to areas with long periods of inactivity or small per capita floor space, i.e., the areas with the highest density. The heatmap represents the distribution of crowd density at different locations within the queuing area using discrete grids or continuous gradients. A weighted average algorithm is used to strengthen the density weight of areas with long periods of inactivity or small per capita floor space, achieving accurate identification of high-density areas.
[0052] The microstep tracking sub-step S33 executes an individual microstep trajectory tracking algorithm based on the structured data matrix. Based on the pressure / position center offset in the time series, it generates microstep trajectory data of at least one target object. In particular, a dynamic clustering algorithm can be used to decompose the structured data matrix, and a centroid calculation algorithm and a Kalman filter algorithm can be used to fit and generate microstep trajectory data of each target object.
[0053] Specifically, based on the target object's position center offset and instantaneous movement speed changes over time, a dynamic clustering algorithm decomposes the structured data matrix into independent data clusters corresponding to different individuals. This involves using a dynamic clustering algorithm (such as DBSCAN) to decompose the structured data matrix into pressure / position clusters corresponding to different individuals. Then, a centroid calculation algorithm is used to obtain the real-time centroid position C(i, t) of each cluster. Next, a Kalman filter algorithm is used to track the change in centroid position Delta C(i, t) over continuous time frames, fitting and generating the micro-step trajectory T(i, t) of the i-th individual with centimeter-level accuracy. This yields the fitted micro-step trajectory data for each target object. In other words, through centroid tracking and trajectory fitting algorithms, real-time micro-step trajectory data for each or selected individual in the queue is calculated and generated. This involves tracking the change in centroid position over continuous time frames using a trajectory fitting algorithm to calculate the individual's micro-step trajectory. Simultaneously, a dynamic thresholding algorithm is used to identify and remove background noise with amplitudes below a preset threshold to avoid mistracking. The preset threshold can be determined based on actual conditions. Among them, the micro-step trajectory data accurately describes the subtle movement path, movement speed and dwell time of individual tourists, i.e., the target objects, during the waiting period, with an accuracy of centimeter level, and can capture subtle behaviors such as stomping and small-range movement.
[0054] The pedestrian flow prediction sub-step S34 uses a time series prediction algorithm to train a prediction model based on historical density heat map data to predict the flow direction and density change trend of target objects within a preset time period.
[0055] Specifically, it can scalably integrate crowd flow prediction algorithms, such as time series prediction algorithms (e.g., LSTM neural networks). The prediction model is trained based on historical density heatmap data. This model can be obtained through historical trends and time series analysis of queue density heatmaps, predicting the direction of crowd flow and peak density changes within a preset time period. This allows for the generation of resource pre-allocation instructions in advance, improving the system's responsiveness. The preset time period can be 5-10 seconds.
[0056] See Figure 4 This is a flowchart of the instruction generation step provided in an embodiment of the present invention. As shown in the figure, the instruction generation step S4 includes the following sub-steps: The allocation instruction generation sub-step S41 generates resource allocation instructions based on a continuous queue density heatmap, which are used to guide the comparison and display of pedestrian flow gradients.
[0057] Specifically, based on a continuous queue density heatmap, a region priority sorting algorithm, i.e., a region partitioning and resource allocation algorithm, is used to identify the current highest density region R_max and generate resource allocation instructions to guide the display of the pedestrian flow gradient. These resource allocation instructions can instruct the art content rendering server to increase the rendering fidelity and pixel density in the R_max region, while simultaneously instructing the self-illuminating floor tile array and projector to increase the display brightness and contrast in that region, achieving adaptive allocation of display resources. In this embodiment, adaptive resource allocation instructions are generated based on the density gradient distribution of the queue density heatmap using a region partitioning and resource allocation algorithm. These instructions include information such as the rendering priority and rendering parameter thresholds for different regions, used to dynamically adjust the content rendering parameters and display output parameters of the dynamic interactive unit, achieving precise allocation of display resources. The dynamic interactive unit can be an adaptive dynamic display and lighting unit (AD-D / L). The adaptive dynamic display and lighting unit (AD-D / L) can dynamically adjust its content rendering parameters according to the queue density heatmap, improving the rendering fidelity and pixel density of the focal area to simulate the highest resolution display effect.
[0058] The mapping instruction generation sub-step S42 calculates the target object's movement speed based on the micro-step trajectory data of each target object using a speed calculation algorithm. Combined with preset feedback effect mapping rules, it generates a spatial layered mapping instruction containing target coordinates, feedback intensity, and synchronization timing. This instruction is used to guide lighting, behavior feedback, and multi-dimensional layered display.
[0059] Specifically, based on individual microstep trajectory data T(i, t), the individual's movement speed is calculated using a speed calculation algorithm. Combined with preset feedback effect mapping rules, a spatial layered mapping instruction is generated, containing target coordinates, feedback intensity, and synchronization timing. In other words, the spatial layered mapping instruction can also include the target individual's real-time coordinates, movement speed, feedback effect type, and intensity parameters. This triggers the AD-D / L unit to perform light and shadow tracking, behavioral feedback, and multi-dimensional layered display, ensuring the synchronization of feedback effects with individual behavior. Furthermore, through a high-precision individual microstep trajectory tracking algorithm, combined with the collaborative feedback of self-illuminating floor tiles and directional lighting, a multi-dimensional interactive experience precisely synchronized with individual behavior is achieved, effectively alleviating anxiety and fatigue during queuing. For example, a spatial layered mapping instruction can be generated based on the microstep trajectory of tourist A.
[0060] The pre-allocation instruction generation sub-step S43 generates resource pre-allocation instructions based on the flow direction and density change trend of target objects within a preset time period, which are used to guide multiple feedback units to pre-respond to the flow of target objects.
[0061] Specifically, based on the trend of target object flow direction and density changes within a preset time period, such as the predicted trend of crowd flow direction and density changes in the next 5-10 seconds, resource pre-allocation instructions are generated in advance and sent to the AD-D / L unit to ensure the AD-D / L unit's rapid response to crowd flow. For example, based on tourist A's micro-step trajectory, while generating spatial layering mapping instructions, the direction of crowd flow in the following 5 seconds is predicted, and resource pre-allocation instructions are generated.
[0062] See Figure 5 This is a flowchart of the dynamic interaction steps provided in the embodiments of the present invention. As shown in the figure, the dynamic interaction step S5 includes the following sub-steps: In the focus display sub-step S51, in response to the resource allocation command, the output content of at least two feedback units is differentially rendered and output based on the density difference indicated by the queue density heatmap.
[0063] Specifically, in response to resource allocation commands, the focus display subunit performs differentiated rendering and output of the content from at least two feedback units based on the density differences indicated by the queue density heatmap. In particular, the rendering parameters of the displayed art content can be dynamically adjusted by partition, ensuring that the rendering quality of content in high-density areas shown in the queue density heatmap is superior to that in low-density areas. This involves dynamically adjusting the content rendering parameters to improve the rendering fidelity and pixel density of the preset artwork in the focus area (high-density area), simulating the highest resolution display effect. Art display resources, such as the highest brightness, are concentrated in the area with the highest density shown in the current queue density heatmap. Through the coordinated display of wall / ceiling projection and self-illuminating floor tiles, the best visual experience is ensured for visitors in the high-density area. Furthermore, a first rendering parameter set is used for content rendering and projection / display in the high-density area, while a second rendering parameter set is used in the low-density area. The first rendering parameter set, compared to the second, has one or more combinations of higher pixel resolution, higher level of detail (LOD), higher brightness, or higher contrast. In this embodiment, the focus display subunit can be an adaptive focus display subunit, which may include a set of high-power projectors (such as ultra-short-throw or laser projectors) and a self-emissive floor tile array (LED floor). The self-emissive floor tile array is laid on the floor of the queuing area to achieve unobstructed floor light and shadow feedback. The high-speed galvanometer projector and the partition drive module of the self-emissive floor tile array in the focus display subunit receive and respond to rendering control commands. For example, based on the density heatmap data included in the command, the projector accurately projects a high-fidelity image onto the ceiling of the R_max area, while the floor tile units in that area are driven to the highest brightness mode.
[0064] In this embodiment, when the focus display subunit receives a resource allocation instruction, i.e., an RDC instruction, the art content rendering server increases the rendering fidelity of the R_max area, the projector adjusts its focus and brightness to project a high-fidelity image onto the wall / ceiling of that area, and the self-illuminating floor tile array simultaneously increases the brightness and color saturation of the floor tiles in that area. Specifically, the focus display subunit can control the focus display subunit to quickly perform the following adjustments: A. Content Rendering Fidelity Allocation: The art content rendering server adjusts the detail rendering of the artwork in real time based on the density heatmap. Within the R_max region, the content is rendered with the highest pixel density and detail fidelity; outside of R_max, the rendering fidelity gradient decreases, saving computing resources.
[0065] B. Brightness / Contrast Allocation: The projector outputs maximum luminous flux and highest contrast in the R_max area through the DMX control system; the self-emissive floor tile array improves the brightness and color saturation of the floor tiles in the R_max area through the zone drive module to ensure the optimal visual effect in this area.
[0066] C. Projection / Display Area Adjustment: The projector adjusts the projection direction with a millisecond-level response speed through a high-speed galvanometer deflection system to ensure that the high-fidelity image accurately covers the wall / ceiling of the R_max area; the self-illuminating floor tile array synchronously activates the floor tile units in the R_max area to achieve coordinated display of the floor and the wall / ceiling.
[0067] In the light and shadow following sub-step S52, in response to the spatial layering mapping instruction, at least two feedback units located in different physical locations are synchronously driven to output feedback associated with the behavior of the specific target object, for the specific target object indicated by the target object behavior information.
[0068] Specifically, the light and shadow tracking subunit may include: directional lighting equipment (such as a DMX-controlled LED array or spotlight), a directional sound beam system such as a directional sound beam speaker array, and a local drive module for a self-illuminating floor tile array. Responding to spatial layering mapping commands, the light and shadow tracking subunit projects light and shadow content onto a wall / ceiling position synchronized with the micro-step trajectory of the tracked individual using the directional lighting equipment. Simultaneously, the local drive module of the self-illuminating floor tile array generates synchronized ground light and shadow effects under the individual's feet, achieving real-time, localized, and multi-dimensional dynamic light and shadow feedback synchronized with the individual's micro-step trajectory in terms of spatial position and speed. The directional sound beam system synchronously projects directional audio feedback onto the target individual's area, enhancing personalized immersion.
[0069] This system drives at least two feedback units located in different physical positions to output feedback associated with the behavior of the specific target object. Resynchronization feedback is possible, including an LED spotlight array projecting following light and shadow onto the wall / ceiling at the individual's location; a local drive module of a self-illuminating floor tile array activating the floor tile units under the individual's feet and surroundings to generate ground light and shadow synchronized with the movement trajectory; and a directional sound beam speaker array projecting directional audio onto the individual's head area. This feedback is instantaneous, local, and synchronized with the individual's micro-step trajectory in spatial position and speed, creating a strong sense of personal participation. In this embodiment, the individual tracking algorithm's identity recognition function can be used to avoid feedback interference between different individuals; the local drive of the self-illuminating floor tiles uses an independent control channel to ensure rapid response and precise control of individual floor tile units. In other words, the light and shadow following subunit can include a DMX-controlled LED spotlight array, a directional sound beam speaker array, and a local drive module for the self-illuminating floor tile array. For example, when tourist A is waiting in the R_max area, their subtle movements are captured by the micro-step trajectory tracking algorithm, and a spatial layering mapping command is sent to the light and shadow following subunit. The LED spotlight array, directional sound beam speaker, and local drive module for the floor tiles in the light and shadow tracking subunit receive and respond to tracking control commands. For example, when the command includes the real-time coordinates and microstep vector of tourist A, the LED spotlights immediately project tracking light and shadow onto the side wall of tourist A, the floor tile unit under tourist A's feet is lit up frame by frame to form a trajectory, and the directional speaker projects prompt sound effects onto the area around tourist A's head.
[0070] The multidimensional display sub-step S53, in response to the spatial layer mapping instruction, drives multiple feedback units to output the content corresponding to different artistic logic layers to spatial media of different dimensions with a predetermined depth difference in physical space.
[0071] Specifically, a multi-dimensional display subunit can respond to a spatial layering mapping instruction and drive multiple feedback units to output content corresponding to different artistic logical layers onto spatial media of different dimensions with a predetermined depth difference in physical space. The multi-dimensional display subunit can be a multi-dimensional layered display unit, used to logically divide artistic content into different layers and project / display these different layers onto different spatial media with a physical depth difference.
[0072] In this embodiment, multiple feedback units are driven to output content corresponding to different artistic logic layers to spatial media of different dimensions with a predetermined depth difference in physical space. The logical layering and projection / display mapping relationship includes: the feedback content of the first logical layer is mapped to the wall medium output as a background layer; the feedback content of the second logical layer is mapped to the ceiling medium output to represent group behavior; the feedback content of the third logical layer is mapped to the transparent or semi-transparent medium output to represent real-time feedback highly correlated with the behavior of the target object; and the feedback content of the fourth logical layer is mapped to the ground medium output to represent ground interaction synchronized with the behavior of the target object. In other words, the first logical layer is the base color layer, namely the wall base color layer L1, which is projected onto the side wall to provide a stable, low-dynamic background. The second logical layer can be the collective trajectory layer, which can be projected onto the ceiling, namely the collective trajectory layer L2, displaying a macroscopic visual effect generated based on the queue density heatmap, that is, an abstract, macroscopic artistic effect generated by the queue heatmap H or collective movement (e.g., a huge energy flow or the trajectory of a collective organism), representing group behavior. The third logical layer can be the real-time particle response layer L3, which is projected onto a transparent medium T (e.g., a gauze curtain or a transparent OLED) suspended between the ceiling and the wall, serving as a real-time particle response layer for the transparent screen, displaying dynamic light and shadow feedback based on individual microstep trajectory data, that is, highly correlated with individual microstep feedback, displaying instant light and shadow feedback. The fourth logical layer is the ground interaction layer L4, which is displayed through a self-illuminating floor tile array, working in conjunction with the real-time particle response layer L3 to present ground light and shadow particle effects synchronized with individual microstep trajectories, achieving unobstructed ground interaction.
[0073] Each projection device and self-illuminating floor tile array in the multi-dimensional display subunit receives and responds to the spatial layer mapping command so that the basic background layer (L1) is stably projected onto the side wall W, the collective trajectory layer (L2) is dynamically projected onto the ceiling C, the real-time particle layer (L3) is projected onto the transparent medium screen T, and the ground interaction layer (L4) is displayed by the floor tile array F.
[0074] This shows that visitors can simultaneously observe the basic background of the side walls, the collective trajectory of the ceiling, the particle effects of the transparent medium screen, and the synchronized light and shadow on the ground. The difference in physical depth between different layers creates a strong sense of space, and the immediate feedback from their own subtle actions distracts their attention while waiting, significantly improving the queuing experience.
[0075] In the above dynamic interaction steps, the outputs of multiple feedback units are strictly synchronized in time and space, forming a synergy: Time synchronization: All feedback units operate based on the same timestamp instruction, ensuring that the start and change rhythm of light, shadow, sound, and ground display are consistent. For example, the moment tourist A lands, the light and shadow on the floor tiles under his feet, the light spots on the side wall, and a crisp sound effect are all triggered simultaneously.
[0076] Spatial Relevance: All output content is associated with the spatial state of the target object (individual or group). For example, high-fidelity rendering areas always cover the most densely populated areas; individual feedback always revolves around its current location.
[0077] Sensory integration: visual (walls, ceiling, floor, transparent screen), auditory (directional audio), and tactile (walking sensation guided by ground light and shadow) feedback are unified under an interactive narrative logic.
[0078] Simultaneously, it can also construct a multi-dimensional immersive interactive environment. Through the collaborative output of multiple feedback units, the system constructs a multi-dimensional immersive interactive environment for the target object (such as visitor A): Spatial dimension: By using four media with significant physical depth differences—walls, ceilings, transparent screens, and floors—to create layered displays, a strong parallax effect and a sense of spatial depth are generated.
[0079] Interaction dimension: Subtle individual behaviors (such as microsteps) can immediately trigger localized feedback covering multiple media and multiple senses, creating an interactive experience where "the environment responds sensitively to behavior".
[0080] Cognitive dimension: The macro-level group art effect (ceiling L2 level) and the micro-level personal feedback (ground L4 level, transparent screen L3 level) are presented simultaneously, allowing visitors to perceive the overall atmosphere and confirm the impact of their own behavior on the environment.
[0081] Ultimately, this environment shifts visitors' attention from the tedious waiting process to the exploration of rich spatial art and instant interactive feedback, thus technically achieving the quantifiable goal of significantly enhancing the subjective experience within a limited physical space through coordinated control of hardware and software (which can be verified through questionnaires or stay time data).
[0082] See also Figure 5 Dynamic interactive steps may also include: In the pre-allocation sub-step S54, in response to the resource pre-allocation instruction, at least one of the multiple feedback units is driven to perform a pre-response operation, which includes at least one of the following: preloading or caching feedback content, adjusting the feedback unit to a ready-to-work state, and allocating higher computing or communication resources to the area where the flow is predicted.
[0083] Specifically, to overcome system response latency and achieve an instant interactive experience, this embodiment introduces a prediction-based resource pre-allocation mechanism. After the central processing unit (such as a server integrating AD-D / L logic) generates a resource pre-allocation instruction, the system drives relevant feedback units to perform pre-response operations, creating a low-latency environment for the core interactive process. The resource pre-allocation instruction is generated by the processing unit based on real-time predictions of crowd flow trends. The system continuously analyzes crowd location data transmitted by sensing units (such as cameras and floor tile pressure sensors) to generate dynamic crowd density heatmaps and movement vector maps. By analyzing the changing trends of these data within a preset time period (e.g., the next 2-5 seconds), the processing unit can predict: crowd gathering trend areas (predicted high-density areas): for example, the prediction shows that the crowd is flowing towards area B, and area B will become a new high-density area (R_max) in 3 seconds; and potential paths for individual movement: for example, predicting that individual tourists will walk along a specific path to an interactive point. Based on this prediction, the system generates resource pre-allocation instructions. The core instruction parameters include: target area identifier (e.g., area B), the type of resources to be pre-allocated, and the intensity level of the pre-response operation. The pre-response operation is executed by the control subsystem of each feedback unit after receiving the pre-allocation instruction, but before the actual occurrence of the interactive trigger event. In this embodiment, it mainly includes the following three types: a) Preload or cache feedback content. This operation aims to reduce content transmission and decoding latency. For example: 1. When it is predicted that area B will become a hotspot, the art content rendering server will pre-push the high-definition art video stream that was originally planned to be played in area A through the content delivery network (CDN) and cache it to the edge computing node or local buffer serving the projection unit in area B.
[0084] 2. For individual follow-up feedback, the system will preload the light and shadow patterns and sound effect files that may be used into the local flash memory of the LED spotlight array 321 and the directional speaker 322 to ensure that they can be called instantly when triggered.
[0085] b) Adjust the feedback unit to a ready-to-operate state. This operation aims to reduce hardware startup and initialization latency. For example: 1. Drive the projector serving area B in the adaptive focus display unit 310, turn on the laser to a low-power preheating state in advance, and adjust the high-speed galvanometer deflection system to the initial angle of the prediction area.
[0086] 2. Drive the partition drive module of the self-illuminating floor tile array corresponding to area B, so that it enters the standby state from the sleep mode. The LED drive circuit is powered on in advance and completes the initialization self-test, reducing the response delay from the millisecond level to the microsecond level.
[0087] c) Allocate higher computing or communication resources to the areas where flow is predicted. This is intended to ensure that the predicted areas have sufficient system resources to support them if they become actual hotspots. For example: 1. At the network layer, the SDN (Software-Defined Networking) controller pre-configures higher network priority and bandwidth reservations for data streams flowing to Area B based on pre-configuration instructions, ensuring unimpeded transmission of video streams and data packets.
[0088] 2. At the computing level, the rendering server cluster will dynamically allocate more GPU computing resources to prioritize high-fidelity content rendering tasks related to Area B.
[0089] 3. The technical integration of pre-allocation and real-time response: After the pre-response operation is completed, the system does not enter a waiting state, but instead constructs an optimized environment with "high resource readiness and low response latency." When the actual population arrives at the predicted area B or an individual performs a predicted action, the system-triggered real-time response process will run based on this optimization: 1. Real-time instructions are generated faster because some decisions are made in advance.
[0090] 2. The execution latency of the instructions is extremely low because the hardware has been warmed up, the content is ready, and the network is operational.
[0091] 3. From a user experience perspective, the interactive feedback achieves a "zero-wait" or "instant response" effect. For example, the moment a visitor steps into Zone B, the highest-fidelity visuals and lighting are presented simultaneously, without any loading process.
[0092] By implementing a pre-deployment mechanism, this approach technically decouples and advances high-latency preparation work from the critical path of real-time interaction. The direct technical effect is a significant reduction in quantifiable system end-to-end latency. Compared to purely passive response systems, this solution can reduce response latency by approximately 30%-70% in specific scenarios, thereby technically ensuring the smoothness and real-time nature of the immersive interactive experience.
[0093] In summary, the immersive interactive method for queuing areas in themed experience spaces provided in this embodiment captures the location, movement trajectory, and behavioral characteristics of target objects within the target area. Based on this, a standardized raw data stream is generated, analyzed, and processed to determine a continuous queue density heatmap and micro-step trajectory data of each target object within the target area. Then, based on this continuous queue density heatmap and micro-step trajectory data, control commands are generated, driving multiple feedback units to perform collaborative outputs associated with target objects within the target area. This constructs a multi-dimensional immersive interactive environment for at least one target object, effectively achieving data-driven adaptive allocation of art display resources and multi-dimensional... The creation of spatial depth provides a novel and efficient solution to the problem of poor visitor experience in theme park queue areas. It addresses the issue of excessively long queue times leading to a poor experience for target audiences. Simultaneously, the collaborative output of multiple feedback units associated with target objects within the target area constructs a multi-dimensional immersive interactive environment for at least one target object, solving the occlusion problem of traditional ground projection and achieving unobstructed ground interaction. Furthermore, by combining continuous queue density heatmaps within the target area and micro-step trajectory data of each target object, the dynamic adjustment of multiple feedback units is achieved. At the same time, the multi-technical architecture of the capture units can be adapted to different highly dynamic crowd environments such as theme parks, offering high flexibility.
[0094] Furthermore, by employing a multi-technology fusion architecture for the positional behavior capture unit, the hardware dependence of traditional single pressure-sensitive floor tiles is overcome. This architecture encompasses multiple technologies such as pressure sensing, machine vision, infrared, and WiFi probes, allowing for flexible adaptation to different scenarios. Even if a particular hardware solution is not feasible, core functions can still be achieved through other technologies, expanding the scope of patent protection and practical application scenarios, thus achieving strong hardware adaptability and reducing application limitations. Moreover, the use of self-illuminating floor tile arrays instead of traditional ground projection fundamentally solves the problem of ground projections being easily obstructed by visitors, ensuring the stability and integrity of ground light and shadow feedback, and enhancing the continuity and stability of the overall immersive experience.
[0095] Furthermore, optimizing display resource utilization and immersion: By generating continuous queue density heatmaps within the target area, high-value art display resources are concentrated in the most densely populated areas. Combined with multi-dimensional layered displays, this ensures that most visitors experience the highest quality art effects, significantly enhancing the immersive experience in the queuing area and optimizing display resource utilization and immersion. Moreover, through a high-precision individual micro-step trajectory tracking algorithm, combined with the synergistic feedback of self-illuminating floor tiles and directional lighting, a multi-dimensional interactive experience is achieved that is precisely synchronized with individual behavior, effectively alleviating anxiety and fatigue while waiting in line.
[0096] System Implementation Example: See Figure 6 and Figure 7The figure illustrates a preferred structure of the immersive interactive system for a themed experience space queuing area provided by an embodiment of the present invention. As shown, the system includes: a position and behavior capture unit 100, a data standard processing unit 200, a data analysis unit 300, an instruction generation unit 400, and a dynamic interaction unit 500. The position and behavior capture unit 100 is used to capture the position, movement trajectory, and behavioral characteristics of target objects within a target area in real time. The data standard processing unit 200 is used to perform coordinate calibration and data standardization processing on the captured position, movement trajectory, and behavioral characteristic data to generate a standardized raw data stream. The data analysis unit 300 is used to analyze and process the standardized raw data stream to determine a continuous queue density heatmap and the micro-step trajectory data of each target object within the target area. The instruction generation unit 400 is used to generate control instructions based on the continuous queue density heatmap and the micro-step trajectory data of each target object within the target area. The dynamic interaction unit 500 is used to respond to the control instructions, driving multiple feedback units to perform collaborative outputs associated with target objects within the target area, constructing a multi-dimensional immersive interactive environment for at least one target object. Figure 7 As shown, the position behavior capture unit 100 is the input end, the data standard processing unit 200, the data analysis unit 300, and the instruction generation unit 400 are combined to form the processing end, and the dynamic interaction unit 500 is the output end.
[0097] See Figure 8 This is a structural block diagram of the data analysis unit provided in this embodiment of the invention. As shown in the figure, the data analysis unit 300 may include: a preprocessing subunit 310, a feature extraction subunit 320, a microstep tracking subunit 330, and a crowd flow prediction subunit 340; wherein, the preprocessing subunit 310 is used to preprocess the standardized raw data stream using median filtering, linear interpolation, and coordinate mapping algorithms to generate a structured data matrix. The feature extraction subunit 320 is used to execute a queue density heatmap generation algorithm based on the structured data matrix to generate a queue density heatmap representing the distribution of the crowd, especially by using spatial sliding window aggregation and Gaussian interpolation algorithms to generate a continuous queue density heatmap. The microstep tracking subunit 330 is used to execute an individual microstep trajectory tracking algorithm based on the structured data matrix, generating microstep trajectory data of at least one target object based on the pressure / position center offset on the time series, especially by using dynamic clustering algorithms to decompose the structured data matrix and using centroid calculation and Kalman filtering algorithms to fit and generate microstep trajectory data of each target object. The pedestrian flow prediction subunit 340 is used to predict the flow direction and density change trend of target objects within a preset time period by using a time series prediction algorithm and training a prediction model based on historical density heat map data.
[0098] See Figure 9This is a structural block diagram of the instruction generation unit provided in this embodiment of the invention. As shown in the figure, the instruction generation unit 400 includes: a resource allocation instruction generation subunit 410, a mapping instruction generation subunit 420, and a pre-allocation instruction generation subunit 430. The resource allocation instruction generation subunit 410 generates resource allocation instructions based on a continuous queue density heatmap to guide the display of pedestrian flow gradients. The mapping instruction generation subunit 420 calculates the moving speed of each target object based on its micro-step trajectory data using a speed calculation algorithm, and generates a spatially layered mapping instruction containing target coordinates, feedback intensity, and synchronization timing, based on preset feedback effect mapping rules, to guide the display of light and shadow, behavioral feedback, and multi-dimensional layered effects. The pre-allocation instruction generation subunit 430 generates resource pre-allocation instructions based on the flow direction and density change trend of target objects within a preset time period, to guide the pre-response of multiple feedback units to the flow of target objects.
[0099] See Figure 10 This is a structural block diagram of the dynamic interactive unit provided in this embodiment of the invention. As shown in the figure, the dynamic interactive unit 500, also known as the AD-D / L unit, includes: a focus display subunit 510, a light and shadow following subunit 520, a multi-dimensional display subunit 530, and a pre-allocation subunit 540. The focus display subunit 510, in response to resource allocation commands, performs differentiated rendering and output of the output content of at least two feedback units based on the density differences indicated by the queue density heatmap. The light and shadow following subunit 520, in response to spatial layering mapping commands, synchronously drives at least two feedback units located in different physical locations to output feedback associated with the behavior of the specific target object, based on the target object behavior information. The multi-dimensional display subunit 530, in response to spatial layering mapping commands, drives multiple feedback units to output content corresponding to different artistic logic layers to spatial media of different dimensions with a predetermined depth difference in physical space. The pre-allocation subunit 540 is used to respond to resource pre-allocation instructions and drive at least one of a plurality of feedback units to perform a pre-response operation, the pre-response operation including at least one of the following: preloading or caching feedback content, adjusting the feedback unit to a ready working state, and allocating higher computing or communication resources to the area where the flow is predicted.
[0100] Preferably, the spatial medium includes: wall medium, ceiling medium, transparent or translucent medium located between the wall medium and the observer, and floor medium.
[0101] More preferably, multiple feedback units are driven to output content corresponding to different artistic logic layers to spatial media of different dimensions with a predetermined depth difference in physical space, including: The feedback content of the first logical level is mapped to the wall medium output as the background layer; The feedback content of the second logical level is mapped to the ceiling medium output to represent group behavior; The feedback content of the third logical level is mapped to a transparent or semi-transparent medium output to represent real-time feedback that is highly correlated with the behavior of the target object. The feedback content of the fourth logical level is mapped to the ground medium output to represent the ground interaction synchronized with the behavior of the target object.
[0102] Preferably, the multiple feedback units include a visual output unit and an audio output unit.
[0103] More preferably, the visual output unit includes at least one of the following: a projection unit, a controllable light source unit, and a self-emissive display unit disposed on the ground; the audio output unit includes a directional audio unit.
[0104] Preferably, the visual output unit is configured to output to multiple spatial media with physical depth differences within the target area; the spatial media include: wall media, ceiling media, transparent or translucent media located between the wall media and the observer, and ground media.
[0105] In this embodiment, the minimum physical depth difference between the transparent or semi-transparent medium and the wall medium is greater than or equal to 50 centimeters, and the minimum physical depth difference between the ground medium and the transparent or semi-transparent medium is greater than or equal to 2 meters.
[0106] Electronic device example: See Figure 11 This is a structural block diagram of the electronic device provided in an embodiment of the present invention. For example... Figure 11 As shown, the electronic device 600 includes one or more processors 61 and memory 62.
[0107] The processor 61 may be a central processing unit (CPU) or other form of processing unit with data processing and / or instruction execution capabilities, and may control other components in the electronic device to perform desired functions.
[0108] Memory 62 may include one or more computer program products, which may include various forms of computer-readable storage media, such as volatile memory and / or non-volatile memory. Volatile memory may include, for example, random access memory (RAM) and / or cache memory. Non-volatile memory may include, for example, read-only memory (ROM), hard disk, flash memory, etc. One or more computer program instructions may be stored on the computer-readable storage medium, and processor 61 may execute the program instructions to implement the methods of the software programs described in the various embodiments of the present invention above, and / or other desired functions. In one example, the electronic device may also include an input device 63 and an output device 64, these components being interconnected via a bus system and / or other forms of connection mechanisms (not shown).
[0109] In addition, the input device 63 may also include, for example, a keyboard, a mouse, etc.
[0110] The output device 64 can output various information to the outside. The output device 64 may include, for example, a display, a speaker, a printer, and a communication network and its connected remote output devices, etc.
[0111] Of course, for the sake of simplicity, Figure 11 Only some of the components of this electronic device relevant to the present invention are shown, omitting components such as buses, input / output interfaces, etc. In addition, the electronic device may include any other suitable components depending on the specific application.
[0112] Examples of computer program products and computer-readable storage media: In addition to the methods and apparatus described above, embodiments of the present invention may also be computer program products, which include computer program instructions that, when executed by a processor, cause the processor to perform the steps of the methods according to various embodiments of the present invention described in the "Exemplary Methods" section above.
[0113] The computer program product can be written in any combination of one or more programming languages to perform the operations of the embodiments of the present invention. The programming languages include object-oriented programming languages such as Java and C++, as well as conventional procedural programming languages such as C or similar languages. The program code can be executed entirely on the user's computing device, partially on the user's computing device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server.
[0114] Furthermore, embodiments of the present invention may also be computer-readable storage media storing computer program instructions thereon, which, when executed by a processor, cause the processor to perform the steps of the methods according to various embodiments of the present invention described in the "Exemplary Methods" section above.
[0115] The computer-readable storage medium may be any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or any combination thereof. More specific examples (a non-exhaustive list) of readable storage media include: an electrical connection having one or more wires, a portable disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination thereof.
[0116] The basic principles of the present invention have been described above with reference to specific embodiments. However, it should be noted that the advantages, benefits, and effects mentioned in the present invention are merely examples and not limitations, and should not be considered as essential features of each embodiment of the present invention. Furthermore, the specific details disclosed above are for illustrative and facilitative purposes only, and are not limitations. These details do not limit the present invention to the necessity of employing the aforementioned specific details.
[0117] The various embodiments in this specification are described in a progressive manner, with each embodiment focusing on its differences from other embodiments. Similar or identical parts between embodiments can be referred to interchangeably. For system embodiments, since they largely correspond to method embodiments, the description is relatively simple; relevant parts can be referred to the descriptions in the method embodiments.
[0118] The block diagrams of devices, systems, devices, and systems involved in this invention are merely illustrative examples and are not intended to require or imply that they must be connected, arranged, or configured in the manner shown in the block diagrams. As those skilled in the art will recognize, these devices, systems, devices, and systems can be connected, arranged, and configured in any manner. Words such as “comprising,” “including,” “having,” etc., are open-ended terms meaning “including but not limited to,” and are used interchangeably with them. The terms “or” and “and” as used herein refer to the terms “and / or,” and are used interchangeably with them unless the context clearly indicates otherwise. The term “such as” as used herein refers to the phrase “such as but not limited to,” and is used interchangeably with it.
[0119] The methods and systems of the present invention may be implemented in many ways. For example, they may be implemented by software, hardware, firmware, or any combination of software, hardware, and firmware. The above-described order of steps for the methods is for illustrative purposes only, and the steps of the methods of the present invention are not limited to the specific order described above unless otherwise specifically stated. Furthermore, in some embodiments, the present invention may also be implemented as a program recorded on a recording medium, the program comprising machine-readable instructions for implementing the methods according to the present invention. Thus, the present invention also covers recording media storing programs for performing the methods according to the present invention.
[0120] It should also be noted that in the systems, apparatus, and methods of the present invention, the components or steps can be disassembled and / or recombined. These disassemblies and / or recombinations should be considered equivalents of the present invention. The above description of the disclosed aspects is provided to enable any person skilled in the art to make or use the invention. Various modifications to these aspects will be readily apparent to those skilled in the art, and the general principles defined herein can be applied to other aspects without departing from the scope of the invention. Therefore, the invention is not intended to be limited to the aspects shown herein, but rather to be carried out within the widest scope consistent with the principles and novel features disclosed herein.
[0121] The above description has been given for purposes of illustration and description. Furthermore, this description is not intended to limit the embodiments of the invention to the forms disclosed herein. Although numerous exemplary aspects and embodiments have been discussed above, those skilled in the art will recognize certain variations, modifications, alterations, additions, and sub-combinations therein.
Claims
1. An immersive interactive method for a queuing area in a themed experience space, characterized in that, Includes the following steps: The location and behavior capture step captures the location, movement trajectory, and behavioral characteristics of target objects within the target area in real time; The data standard processing steps involve performing coordinate calibration and data standardization on the captured location, movement trajectory, and behavioral feature data to generate a standardized raw data stream. The data analysis steps involve analyzing and processing the standardized raw data stream to determine the continuous queue density heatmap and the micro-step trajectory data of each target object within the target area. The instruction generation step generates control instructions based on the continuous queue density heatmap within the target area and the micro-step trajectory data of each target object. The dynamic interactive steps, in response to control commands, drive multiple feedback units to perform collaborative outputs associated with target objects within the target area, thereby constructing a multi-dimensional immersive interactive environment for at least one target object.
2. The immersive interactive method for the queuing area of a themed experience space according to claim 1, characterized in that, The control commands include: resource allocation commands and spatial layer mapping commands. The dynamic interaction steps include the following sub-steps: The focus display sub-step, in response to the resource allocation instruction, performs differentiated rendering and output on the output content of at least two feedback units based on the density differences indicated by the queue density heatmap; The light and shadow following sub-step, in response to the spatial layering mapping instruction, synchronously drives at least two feedback units located in different physical locations to output feedback associated with the behavior of the specific target object indicated by the target object behavior information. The multidimensional display sub-step, in response to the spatial layering mapping instruction, drives the multiple feedback units to output content corresponding to different artistic logic layers to spatial media of different dimensions with a predetermined depth difference in physical space.
3. The immersive interactive method for the queuing area of a themed experience space according to claim 2, characterized in that, The spatial medium includes: wall medium, ceiling medium, transparent or translucent medium located between the wall medium and the observer, and floor medium; The driving mechanism of the multiple feedback units outputs content corresponding to different artistic logic layers to spatial media of different dimensions with a predetermined depth difference in physical space, including: The feedback content of the first logical level is mapped to the wall medium output as a background layer; The feedback content of the second logical level is mapped to the ceiling medium output to characterize group behavior; The feedback content of the third logical level is mapped to the output of the transparent or semi-transparent medium to characterize real-time feedback that is highly correlated with the behavior of the target object. The feedback content of the fourth logical level is mapped to the ground medium output to characterize the ground interaction synchronized with the behavior of the target object.
4. The immersive interactive method for the queuing area of a themed experience space according to any one of claims 1 to 3, characterized in that, The data analysis steps include the following sub-steps: The preprocessing sub-step, based on the standardized raw data stream, uses median filtering, linear interpolation, and coordinate mapping algorithms to preprocess the standardized raw data stream and generate a structured data matrix. The feature extraction sub-step, based on the structured data matrix, executes the queue density heatmap generation algorithm to generate a queue density heatmap representing the distribution of the population. The microstep tracking sub-step is based on a structured data matrix. It uses a dynamic clustering algorithm to decompose the structured data matrix and then uses a centroid calculation algorithm and a Kalman filter algorithm to fit and generate microstep trajectory data for each target object.
5. The immersive interactive method for the queuing area of a themed experience space according to claim 4, characterized in that, The data analysis step also includes the following sub-steps: The pedestrian flow prediction sub-step uses a time series prediction algorithm to train a prediction model based on historical density heatmap data, predicting the flow direction and density change trend of target objects within a preset time period.
6. The immersive interactive method for the queuing area of a themed experience space according to any one of claims 1 to 3, characterized in that, The instruction generation step includes the following sub-steps: The allocation instruction generation sub-step generates resource allocation instructions based on a continuous queue density heatmap, which are used to guide the comparison and display of pedestrian flow gradients. The mapping instruction generation sub-step calculates the target object's movement speed using a speed calculation algorithm based on the micro-step trajectory data of each target object. Combined with preset feedback effect mapping rules, it generates a spatially layered mapping instruction containing target coordinates, feedback intensity, and synchronization timing. This instruction guides lighting, behavioral feedback, and multi-dimensional layered display.
7. The immersive interactive method for the queuing area of a themed experience space according to any one of claims 1 to 3, characterized in that, The plurality of feedback units include a visual output unit and an audio output unit; The visual output unit includes at least one of the following: a projection unit, a controllable light source unit, and a self-emissive display unit disposed on the ground; the audio output unit includes a directional audio unit. The visual output unit is configured to output to multiple spatial media with physical depth differences within the target area; The spatial medium includes: wall medium, ceiling medium, transparent or translucent medium located between the wall medium and the observer, and floor medium; The minimum physical depth difference between the transparent or translucent medium and the wall medium is greater than or equal to 50 centimeters, and the minimum physical depth difference between the ground medium and the transparent or translucent medium is greater than or equal to 2 meters.
8. An immersive interactive system for a queuing area in a themed experience space, characterized in that, include: The location and behavior capture unit is used to capture the location, movement trajectory, and behavioral characteristics of target objects within the target area in real time. The data standard processing unit is used to perform coordinate calibration and data standardization processing on the captured location, movement trajectory and behavioral feature data to generate a standardized raw data stream; The data analysis unit is used to analyze and process standardized raw data streams to determine continuous queue density heatmaps and micro-step trajectory data of each target object within the target area. The instruction generation unit is used to generate control instructions based on the continuous queue density heatmap within the target area and the micro-step trajectory data of each target object. The dynamic interaction unit is used to respond to control commands and drive multiple feedback units to perform collaborative outputs associated with target objects within the target area, thereby constructing a multi-dimensional immersive interactive environment for at least one target object.
9. A computer-readable storage medium, characterized in that, The storage medium stores a computer program for performing the method described in any one of claims 1 to 7.
10. An electronic device, characterized in that, The electronic device includes: processor; Memory used to store the processor's executable instructions; The processor is configured to read the executable instructions from the memory and execute the instructions to implement the method described in any one of claims 1 to 7.