Method, device and medium for integrating real-time data and support feedback in event virtual-reality interaction
By collecting and converting athletes' physiological and environmental data in real time, and combining them with an adaptive learning model, the problems of asynchronous virtual and real reactions and inconsistent venue environments in virtual events have been solved. This has enabled real-time interactive feedback on virtual audience cheering behavior and improved the event viewing experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- SQ TECH (SHANGHAI) CORP
- Filing Date
- 2026-03-03
- Publication Date
- 2026-06-02
AI Technical Summary
Existing virtual sports systems lack a mechanism for converting athletes' real physiological states and environmental data in real time, resulting in asynchronous reactions between virtual and real characters, inconsistent presentation of venue environments, and the inability of audience support to form a closed-loop interaction between the virtual and real worlds.
The system collects athletes' physiological data and the competition venue's environmental data in real time through physiological data detection devices and environmental detection devices. It then uses role feature conversion models and environment conversion models to convert the data into features in the virtual scene and updates them in real time through an adaptive learning model. Combined with support behavior data, it generates real-world feedback requests and controls the equipment in the competition venue to provide interactive feedback.
It enables real-time synchronous responses between virtual athletes and the environment, enhancing the real-time nature, accuracy, and immersive interactive experience of watching events, ensuring the consistency of the venue environment, and transforming audience cheering behavior into interactive feedback from physical devices.
Smart Images

Figure CN122134985A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to a virtual-real interaction technology, specifically a method, computer equipment, and computer-readable storage medium for virtual-real interaction of a sports event, which integrates real-time physiological and environmental data and support feedback to form an immersive sports event viewing experience that combines virtual athletes and virtual venue environment synchronously reflected in a virtual sports venue during the event, and further combines virtual audience support behavior data to form a virtual-real interactive immersive sports event viewing experience. Background Technology
[0002] With the rapid development of esports, virtual reality (VR), augmented reality (AR), and metaverse technologies, these technologies have been widely applied in sports broadcasting, virtual viewing, and interactive entertainment. Existing technologies include systems that can present event content through virtual characters or scenes, and others that attempt to incorporate real-time video, sound effects, or simple interactive elements to enhance audience engagement.
[0003] However, existing technologies mostly remain at the level of "visual simulation" or "one-way interaction," and the movements or performances of virtual athletes are largely driven by pre-set animations or rules, failing to reflect the real physiological state of physical athletes during competitions in real time. In other words, most existing virtual sports systems lack a technical mechanism that can reflect the athlete's real physiological data and dynamically convert it into virtual character characteristics in real time.
[0004] On the other hand, even if existing technologies can obtain some environmental information of the venue, such as lighting or sound intensity, they are mostly used only for simple monitoring or static adjustment of display effects. They have not established a real-time correspondence and conversion model between environmental data and virtual venue environmental characteristics, let alone adaptively updating model parameters based on changes in environmental data distribution during the event so that the virtual venue environment can maintain consistency with the physical venue for a long time.
[0005] In addition, regarding audience interaction, while existing systems allow audiences to leave messages, click, or send virtual items, these support behaviors are mostly for display purposes. There is a lack of a closed-loop interactive mechanism that can quantify and accumulate diverse support behaviors and further transform them into the control of real venue lighting, sound effects, or display equipment.
[0006] In summary, it is evident that existing technologies have long suffered from problems such as asynchronous reactions between virtual and real characters, inconsistent presentation of venue environments, and the inability of audience support to form a closed-loop interaction between the virtual and real worlds. Therefore, it is necessary to propose improved technical means to solve this problem. Summary of the Invention
[0007] In view of the problems existing in the technology, such as asynchronous reactions between virtual and real characters, inconsistent presentation of venue environments, and the inability of audience support to form a closed-loop interaction between virtual and real, this invention discloses a method, computer equipment, and computer-readable storage medium for virtual-real interaction in sports events that integrates real-time physiological and environmental data and support feedback, wherein: This invention discloses a method for virtual-real interaction in sports events that integrates real-time physiological and environmental data with support feedback. This method involves performing the following steps using computer equipment: The process involves acquiring physiological data sets for each athlete, obtained through at least one physiological data detection device worn by each athlete; acquiring multiple environmental data sets for the competition venue, obtained through multiple environmental detection devices distributed throughout the venue; upon acquiring each athlete's physiological data set, converting at least one physiological data point for each athlete into the corresponding virtual athlete's role characteristics using a role characteristic conversion model; and adjusting the virtual athletes in the virtual competition venue in real time based on timestamps and the virtual athletes' role characteristics to reflect the realistic reactions of the corresponding athletes. When acquiring multiple environmental data sets for the competition venue, the process involves... Each piece of environmental data is converted into environmental characteristics of the corresponding virtual venue area in the corresponding virtual sports venue through an environmental transformation model; the real environment of the corresponding venue area in the corresponding sports venue is reflected based on the timestamp and the environmental characteristics of the virtual venue area; when at least one virtual audience member in the virtual sports venue is obtained, at least one support behavior data is quantified and accumulated; when the quantized and accumulated data of at least one support behavior data is greater than or equal to the accumulation threshold, a real support request is generated; and the real support request is provided to the sports venue support device to control the virtual and real interactive support feedback of the lighting effects, sound effects playback and / or large screen content display in the sports venue.
[0008] In one embodiment of the present invention, the role feature conversion model uses the physiological data set of athletes as the model input data and combines it with the role features of virtual athletes as the model label data to train the role feature conversion model.
[0009] In one embodiment of the present invention, the environment transformation model uses the environmental data of the sports venue as the model input data, and combines it with the environmental features of the corresponding virtual venue area in the virtual sports venue as the model label data, so as to train the environment transformation model.
[0010] In one embodiment of the present invention, the role feature transformation model continuously receives time-stamped physiological data sets during the competition, and incrementally updates the model parameters of the role feature transformation model through an adaptive learning model, so that the role feature transformation model adapts to the physiological data distribution of the competition and improves the real-time accuracy and consistency of athletes and virtual athletes.
[0011] In one embodiment of the present invention, the environment transformation model continuously receives timestamped environmental data from the event venue during the event, and incrementally updates the model parameters of the environment transformation model through an adaptive learning model, so that the environment transformation model adapts to the distribution of environmental data of the event venue, and improves the real-time accuracy and consistency of the immersive viewing experience of the event venue and the virtual event venue.
[0012] This invention discloses a computer device, which includes: The storage device stores multiple computer-readable instructions; and One or more hardware processors are electrically connected to a storage device and execute multiple computer-readable instructions to enable the computer device to implement the above-described method for virtual-real interaction of events, which integrates real-time physiological and environmental data and support feedback.
[0013] This invention discloses a computer-readable storage medium storing a computer program that, when executed by one or more hardware processors of a computer device, enables the computer device to perform a virtual-real interaction method for a competition that integrates real-time physiological and environmental data and support feedback.
[0014] The method, computer equipment, and computer-readable storage medium disclosed in this invention are as described above. By acquiring athletes' physiological data sets, venue environmental data, and virtual spectator cheering behavior data in real time during the event, and processing them through a role feature conversion model, an environment conversion model, and a virtual-real interaction server, the virtual athletes' role features, the virtual venue environment presentation, and the virtual-real cheering interaction can synchronously reflect the real-time status of the physical event. This effectively solves the problems of asynchronous virtual and real role reactions, inconsistent venue environment presentation, and the inability of spectator cheering to form a virtual-real closed-loop interaction in the prior art, and improves the real-time performance, accuracy, and immersive interactive experience of watching the event.
[0015] Through the above-mentioned technical means, the present invention can achieve the technical effects of real-time synchronization of athletes' physiological status and virtual athlete character characteristics, dynamic maintenance of consistency between the competition venue and the virtual competition venue environment, and transformation of virtual audience cheering behavior into virtual-real interactive feedback that can control physical competition venue equipment. Attached Figure Description
[0016] Figure 1A as well as Figure 1B The diagram illustrates the method flowchart of the present invention, which integrates real-time physiological and environmental data with support feedback for virtual-real interaction in sports events.
[0017] Figure 2 The illustration shows a physiological data detection device worn by athletes that integrates real-time physiological and environmental data as well as support feedback in a virtual-real interaction event, as per the present invention.
[0018] Figure 3 The illustration shows a schematic diagram of a sports venue and environmental monitoring device that integrates real-time physiological and environmental data with support feedback, enabling virtual-real interaction in sports events, as per the present invention.
[0019] Figure 4 The illustration is a schematic diagram of a real-world cheering request that integrates real-time physiological and environmental data with cheering feedback, representing a virtual-real interaction of the event according to the present invention.
[0020] Figure 5 The illustration is a schematic diagram of the computer equipment system architecture for the virtual-real interaction of the event, which integrates real-time physiological and environmental data and support feedback, according to the present invention.
[0021] The annotations in the attached figures are explained as follows: Step 101: Obtain the physiological data set for each athlete. The physiological data set for each athlete is obtained by detecting at least one physiological data detection device worn by each athlete. Step 102: Obtain multiple environmental data points from the competition venue. These data points are obtained by multiple environmental monitoring devices distributed throughout the venue. Step 103: When the physiological data set of each athlete is obtained, at least one physiological data point of each athlete is converted into the corresponding virtual athlete's role features through the role feature conversion model. Step 104: Based on timestamps and the virtual athlete's role characteristics, adjust the virtual athletes in the virtual sports venue in real time to make them reflect the real reactions of the corresponding athletes. Step 105: When multiple environmental data points for the competition venue are obtained, each environmental data point is converted into environmental features of the corresponding virtual venue area using an environment transformation model. Step 106: Based on timestamps and environmental characteristics of the virtual venue area, reflect the real environment of the corresponding venue area in the corresponding event venue. Step 107: When data on at least one cheering action performed by at least one virtual spectator in the virtual sports arena is obtained, the at least one cheering action data is quantified and accumulated. Step 108: Generate a real support request when the quantified cumulative amount of at least one support behavior data is greater than or equal to the cumulative threshold. Step 109: Provide a real-world support request to the support equipment in the event venue to control the virtual and real interactive support feedback of the lighting effects, sound effects, and / or large screen content display in the event venue. 20: Athletes 30: Physiological data detection device 40: Event Venue 50: Environmental monitoring device 61: Large screen 700: Computer System 701: CPU 702:ROM 703: RAM 704: Bus 705: I / O Interface 706: Input Section 707: Output Section 708: Storage Section 709: Communication part 710: Drive 711: Removable media Detailed Implementation The following will describe in detail the implementation of the present invention with reference to the accompanying drawings and embodiments, thereby enabling a full understanding of how the present invention uses technical means to solve technical problems and achieve technical effects, and allowing for its implementation.
[0022] The following section will first explain the method for virtual-real interaction in sports events that integrates real-time physiological and environmental data with support feedback, as disclosed in this invention. Please refer to [the relevant documentation / reference]. Figure 1A as well as Figure 1B As shown, Figure 1A as well as Figure 1B The diagram illustrates the method flowchart of the present invention, which integrates real-time physiological and environmental data with support feedback for virtual-real interaction in sports events.
[0023] This invention discloses a method for virtual-real interaction in sports events that integrates real-time physiological and environmental data with support feedback. This method involves performing the following steps using computer equipment: Obtain physiological data sets for each athlete, which are obtained by at least one physiological data detection device worn by each athlete (step 101); obtain multiple environmental data sets for the competition venue, which are obtained by multiple environmental detection devices distributed throughout the competition venue (step 102); when obtaining the physiological data sets for each athlete, convert at least one physiological data set for each athlete into the corresponding virtual athlete's role characteristics through a role characteristic conversion model (step 103); adjust the virtual athletes in the virtual competition venue in real time based on timestamps and the virtual athletes' role characteristics to make them reflect the real reactions of the corresponding athletes (step 104); when obtaining multiple environmental data sets for the competition venue, convert each environmental data set into the corresponding role characteristics of the virtual athletes (step 104). The environmental data is converted into environmental features of the corresponding virtual venue area in the corresponding virtual sports venue through an environmental transformation model (step 105); the real environment of the corresponding venue area in the corresponding sports venue is reflected based on the timestamp and the environmental features of the virtual venue area (step 106); when at least one virtual audience member in the virtual sports venue is obtained, at least one support behavior data is quantized and accumulated (step 107); when the quantized and accumulated support behavior data is greater than or equal to the accumulation threshold, a real support request is generated (step 108); and the real support request is provided to the sports venue support device to control the virtual and real interactive support feedback of the lighting effects, sound effects playback and / or large screen content display in the sports venue (step 109).
[0024] Please refer to Figure 2 As shown, Figure 2 The illustration depicts an athlete wearing a physiological data detection device that integrates real-time physiological and environmental data with support feedback in a virtual-real interactive competition, as per the present invention. In a real competition held at a sports venue, each athlete 20 wears at least one physiological data detection device 30. These devices 30 can be, for example, smart wearable devices, heart rate sensors, and fitness trackers. At least one physiological data detection device 30 is worn on the athlete 20's wrist, chest, or other suitable location for measuring physiological signals. This is merely an example and does not limit the scope of the invention. The at least one physiological data detection device 30 worn by the athlete 20 detects a set of physiological data, such as heart rate, heart rate variability, body surface temperature, blood oxygen saturation, and respiratory rate. This is again merely an example and does not limit the scope of the invention.
[0025] The computer device establishes a wireless connection with at least one physiological data detection device 30 worn by each athlete 20, thereby obtaining the physiological data set of each athlete 20. The aforementioned wireless transmission methods include, for example, Bluetooth, Wi-Fi, and mobile communication networks, etc. These are merely examples and are not intended to limit the scope of application of the present invention. It is worth noting that in the event of an unstable communication environment or inability to connect in real time, the physiological data detection device 30 may temporarily store the physiological data set in the storage unit of the physiological data detection device 30 and upload the physiological data set in batches when the connection is restored.
[0026] In one implementation, each athlete 20 can wear multiple physiological data detection devices 30 simultaneously to obtain multi-dimensional physiological data. Specifically, the athlete 20 wears a first physiological data detection device 30, a second physiological data detection device 30, and a third physiological data detection device 30. The first physiological data detection device 30 is a heart rate and heart rate variability sensing device, the second physiological data detection device 30 is an electromyography sensing device, and the third physiological data detection device 30 is a body temperature or blood oxygen sensing device.
[0027] The computer device establishes a wireless connection with at least one physiological data detection device 30 worn by each athlete 20. After receiving the physiological parameters detected by each physiological data detection device 30, the computer device integrates the data according to the timestamp, device identifier, and athlete 20 identification mark to form a physiological data set corresponding to that athlete 20. The aforementioned wireless transmission methods include, for example, Bluetooth, Wi-Fi, and mobile communication networks, etc., which are only examples and are not intended to limit the application scope of the present invention. It is worth noting that in the case of unstable communication environment or inability to connect in real time, the physiological data detection device 30 can also temporarily store the physiological data set in the storage unit of the physiological data detection device 30 and upload the physiological data set in batches when the connection is restored.
[0028] Please refer to Figure 3 As shown, Figure 3 The illustration shows a sports venue and environmental monitoring device that integrates real-time physiological and environmental data and support feedback for a virtual-real interactive sports event, as per the present invention. In a real-world competition held in sports venue 40, multiple environmental monitoring devices 50 are distributed throughout sports venue 40. These environmental monitoring devices 50 include, for example, light sensors, sound sensors, etc. The multiple environmental monitoring devices 50 distributed throughout sports venue 40 detect environmental data for corresponding areas of the sports venue. Environmental data includes, for example, light intensity and noise intensity, etc. This is merely an example and is not intended to limit the scope of application of the present invention.
[0029] The computer equipment establishes a connection with each environmental monitoring device 50 via wired or wireless transmission. The computer equipment can then obtain the environmental data of the corresponding venue area detected by each environmental monitoring device 50. The aforementioned wired transmission methods include, for example, cable networks and fiber optic networks, etc., and the aforementioned wireless transmission methods include, for example, Bluetooth, Wi-Fi, and mobile communication networks, etc. These are merely examples and are not intended to limit the scope of application of the present invention.
[0030] In one implementation, each venue area in the competition venue 40 is equipped with multiple types of environmental monitoring devices 50 to obtain multi-dimensional environmental data. Specifically, the first venue area in the competition venue 40 is equipped with a first environmental monitoring device 50 and a second environmental monitoring device 50. The first environmental monitoring device 50 is a light sensor, and the second environmental monitoring device 50 is a sound sensor.
[0031] The computer equipment establishes a connection with each environmental monitoring device 50 via wired or wireless transmission. After receiving data from each environmental monitoring device 50, the computer equipment marks and integrates the data based on the timestamp, device identifier, and setting location information to form multiple sets of environmental data corresponding to different locations and time points in the competition venue 40. The aforementioned wireless transmission methods include, for example, Bluetooth, Wi-Fi, and mobile communication networks, etc., which are only examples and are not intended to limit the application scope of the present invention.
[0032] When the computer device acquires the physiological data set of each athlete, it inputs the physiological data of each athlete into a pre-established role feature conversion model to convert the physiological state of the physical athlete into the corresponding virtual athlete role features. The aforementioned role feature conversion model uses the athlete's physiological data set as the model input data and combines it with the virtual athlete's role features as the model label data for model training. The computer device uses the role feature conversion model to determine the athlete's tension or relaxation state based on heart rate variability, the degree of muscle activity based on electromyography signals, the rhythm of movement based on respiratory rate, etc. Based on the above physiological data set, it performs feature weighting and fusion calculations and outputs at least one role feature parameter corresponding to the virtual athlete. At least one role feature parameter includes the character's movement speed, strength performance, limb tension, and fatigue performance indicators, etc. This is only an example and does not limit the application scope of the present invention, so that the presentation of the virtual athlete can reflect the real-time physiological state of the real athlete.
[0033] The aforementioned role feature conversion model is trained using multi-source training data, which includes at least one or a combination of the following data types: physiological data measured by multiple athletes during training or competition, such as heart rate, heart rate variability, respiratory rate, electromyography, body surface temperature, or blood oxygen concentration, with each physiological data point corresponding to a timestamp and athlete identification information; and virtual athlete role feature annotations corresponding to the aforementioned physiological data, such as role movement amplitude, movement rhythm, facial expression intensity, postural stability, or fatigue performance indicators. These are merely illustrative examples and are not intended to limit the scope of application of this invention.
[0034] It is worth noting that the role feature transformation model continuously receives timestamped physiological data sets during the event and incrementally updates the model parameters of the role feature transformation model through an adaptive learning model. This allows the role feature transformation model to adapt to the distribution of physiological data during the event and improve the real-time accuracy and consistency of athletes and virtual athletes. The adaptive learning model dynamically calculates the adjustment amount of the model parameters of the role feature transformation model based on the statistical distribution changes of physiological data sets within a continuous time period, and corrects some or all of the model parameters of the role feature transformation model in an incremental update manner, so that the role feature transformation model can reflect the changing trend of physiological state during the event in real time.
[0035] Next, the computer equipment adjusts the virtual athletes in the virtual sports venue in real time based on the timestamp and the virtual athlete's role characteristics to make them present the corresponding athletes' real reactions. The computer equipment compares the timestamp with the system time of the virtual sports venue and updates the virtual athlete's action status, posture parameters or facial expression parameters in real time according to the comparison results, so that the presentation of the virtual athlete is synchronized with the physiological state of the corresponding athlete at the same point in time, so as to present the corresponding athlete's real reactions.
[0036] When the computer device acquires multiple environmental data points of the sports venue, each environmental data point is converted into environmental features of the corresponding virtual sports venue area through an environment conversion model. The aforementioned environment conversion model uses the environmental data of the sports venue as model input data and the environmental features of the corresponding virtual sports venue area as model labeling data for model training. The training data of the environment conversion model includes, but is not limited to, the labeling of virtual sports venue environmental features and the correspondence between the detection location of the physical sports venue and the corresponding virtual sports venue area. This is only an example and does not limit the application scope of the present invention. Based on the detection location information, the computer device maps the environmental data to the virtual sports venue area and converts each environmental parameter into an environmental feature vector. The environmental feature vector is input into the environment conversion model, and the corresponding virtual sports venue environmental feature label is used as the target output. The model weights can also be adjusted through a parameter update mechanism to minimize the difference between the environmental features output by the environment conversion model and the labeled environmental features.
[0037] It is worth noting that the environment transformation model continuously receives timestamped environmental data during the event and incrementally updates the model parameters of the environment transformation model through an adaptive learning model. This allows the environment transformation model to adapt to the distribution of environmental data in the event venue and improve the real-time accuracy and consistency of the immersive viewing experience in both the event venue and the virtual event venue. The adaptive learning model dynamically calculates the adjustment amount of the model parameters of the environment transformation model based on the statistical characteristics of the environmental data changes over a continuous period of time, and corrects some or all of the model parameters of the environment transformation model in an incremental update manner, so that the environment transformation model can reflect the real environmental changes of the event venue in real time during the event.
[0038] Next, the computer equipment reacts to the real environment of the corresponding venue area in the physical venue based on the timestamp and environmental characteristics of the virtual venue area. The computer equipment compares the timestamp with the system time of the virtual venue and adjusts the environmental presentation parameters of the corresponding virtual venue area in real time according to the comparison results. This ensures that the environmental state of the virtual venue area at the same time point can reflect the real environment of the corresponding venue area in the physical venue. The real reactions of the athletes and the real environment of the corresponding venue area in the physical venue are presented to provide virtual spectators in the virtual venue with an immersive viewing experience.
[0039] When a computer device acquires data on at least one cheering action performed by at least one virtual spectator in a virtual sports arena, the at least one cheering action data is quantified and accumulated. The aforementioned cheering action data includes, for example, virtual spectator button clicks, virtual spectator hand gestures, virtual spectator cheering commands, virtual spectator virtual item placement, and virtual spectator emoticon triggers, etc. Specifically, a virtual spectator button click corresponds to a first cheering value of "1"; a virtual spectator hand gesture corresponds to a second cheering value of "2"; a virtual spectator cheering command input corresponds to a third cheering value of "3"; a virtual spectator virtual item placement corresponds to a fourth cheering value of "5"; and a virtual spectator emoticon trigger corresponds to a fifth cheering value of "4". If a virtual spectator clicks a button and places a virtual item, then the virtual spectator button click is assigned to the first cheering value. The value "1" is added to the fourth support value "5" corresponding to the virtual props thrown by the virtual audience, resulting in a total of "6". If the virtual audience waves their hand and throws virtual props, the second support value "2" corresponding to the virtual audience's hand gesture is added to the fourth support value "5" corresponding to the virtual props thrown, resulting in a total of "7". If the virtual audience clicks a button and throws virtual props, the first support value "1" corresponding to the virtual audience's button click is added to the fourth support value "5" corresponding to the virtual props thrown, resulting in a total of "6". If the virtual audience then waves their hand, the second support value "2" corresponding to the virtual audience's hand gesture is added to the total of "6", resulting in a total of "8". This is only an example and is not intended to limit the scope of application of the present invention.
[0040] When the cumulative quantization of at least one support behavior data is greater than or equal to the cumulative threshold, the computer device generates a real support request. Specifically, assuming the cumulative threshold is "100", when the quantization of at least one support behavior data reaches "105", the computer device will generate a real support request.
[0041] The computer equipment then transmits the real-world support requests to the support devices at the event venue. These devices control the lighting effects, sound playback, and / or large-screen content display within the venue, creating a virtual-real interactive support feedback system. Please refer to [link / reference needed]. Figure 4 As shown, Figure 4 The illustration is a schematic diagram of a real-world cheering request that integrates real-time physiological and environmental data and cheering feedback in a sports event. The sports venue cheering device controls a large screen 61 to display the cheering content "No. 7 Go! Go! Go!" based on the real-world cheering request. This is only for illustrative purposes and is not intended to limit the scope of application of the present invention.
[0042] In addition, the computer device sets multiple cumulative thresholds, such as: a first cumulative threshold of "100", a second cumulative threshold of "300", a third cumulative threshold of "600", and a fourth cumulative threshold of "1000". When the cumulative quantification of at least one support behavior data is greater than or equal to the first cumulative threshold of "100", the computer device generates a real support request that only plays sound effects; when the cumulative quantification of at least one support behavior data is greater than or equal to the second cumulative threshold of "300", the computer device generates a real support request that only displays light effects; when the cumulative quantification of at least one support behavior data is greater than or equal to the third cumulative threshold of "600", the computer device generates a real support request that includes both sound effects and light effects; when the cumulative quantification of at least one support behavior data is greater than or equal to the fourth cumulative threshold of "1000", the computer device generates a real support request that includes both sound effects, light effects, and large-screen content display. This is only an example and is not intended to limit the scope of application of the present invention.
[0043] Embodiments of this application also provide a computer device, the computer device comprising: The storage device stores multiple computer-readable instructions; and one or more hardware processors are electrically connected to the storage device to execute the multiple computer-readable instructions, enabling the computer device to implement the above-described method for virtual-real interaction of events by integrating real-time physiological and environmental data and support feedback.
[0044] Embodiments of this application also provide a computer-readable storage medium storing a computer program that, when executed by one or more hardware processors of a computer device, causes the computer device to perform a virtual-real interaction method for sports events that integrates real-time physiological and environmental data and support feedback. This computer-readable storage medium may be included in the computer device described in the above embodiments, or it may exist independently and not be assembled into the computer device.
[0045] Please refer to Figure 5 As shown, Figure 5 The diagram illustrates the computer equipment system architecture for this invention, which integrates real-time physiological and environmental data with support feedback for virtual-real interaction in sports events. It should be noted that... Figure 5 The computer system 700 of the computer device shown is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments of the present invention.
[0046] like Figure 5As shown, the computer system 700 includes a Central Processing Unit (CPU) 701, which can perform various appropriate actions and processes, such as executing the methods described in the above embodiments, based on programs stored in Read-Only Memory (ROM) 702 or programs loaded from storage portion 708 into Random Access Memory (RAM) 703. The RAM 703 also stores various programs and data required for system operation. The CPU 701, ROM 702, and RAM 703 are interconnected via a bus 704. An Input / Output (I / O) interface 705 is also connected to the bus 704.
[0047] The following components are connected to I / O interface 705: input section 706 including keyboard, mouse, etc.; output section 707 including cathode ray tube (CRT), liquid crystal display (LCD), and speakers, etc.; storage section 708 including hard disk, etc.; and communication section 709 including network adapter cards such as LAN (Local Area Network) cards, modems, etc. Communication section 709 performs communication processing via a network such as the Internet. Drive 710 is also connected to I / O interface 705 as needed. Removable media 711, such as magnetic disks, optical disks, magneto-optical disks, semiconductor memory, etc., are installed on drive 710 as needed so that computer programs read from them can be installed into storage section 708 as needed.
[0048] In particular, according to embodiments of the present invention, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, embodiments of the present invention include a computer program product comprising a computer program carried on a computer-readable medium, the computer program containing computer programs for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via communication section 709, and / or installed from removable medium 711. When the computer program is executed by central processing unit (CPU) 701, it performs various functions defined in the system of the present invention.
[0049] It should be noted that the computer-readable medium shown in the embodiments of the present invention can be a computer-readable signal medium or a computer-readable storage medium, or any combination thereof. A computer-readable signal medium can be, for example, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of a computer-readable storage medium may include, but are not limited to: an electrical connection having one or more wires, a portable computer disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM), flash memory, optical fiber, compact disc read-only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination thereof. In the present invention, a computer-readable signal medium may include a data signal propagated in a baseband frequency or as part of a carrier wave, wherein a computer-readable computer program is carried. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. Computer-readable signal media can also be any computer-readable medium other than computer-readable storage media, which can send, propagate, or transmit programs for use by or in connection with an instruction execution system, apparatus, or device. Computer programs contained on a computer-readable medium can be transmitted using any suitable medium, including but not limited to: wireless, wired, etc., or any suitable combination thereof.
[0050] The flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of the present invention. Each block in a flowchart or block diagram may represent a module, program segment, or portion of code, which contains one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions indicated in the blocks may occur in a different order than those indicated in the drawings. For example, two consecutively indicated blocks may actually be executed substantially in parallel, or they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in a block diagram or flowchart, and combinations of blocks in a block diagram or flowchart, can be implemented using a dedicated hardware-based system that performs the specified function or operation, or using a combination of dedicated hardware and computer instructions.
[0051] The units described in the embodiments of the present invention can be implemented in software or hardware, and the described units can also be located in a processor. The names of these units do not necessarily limit the specific unit itself. Therefore, the technical solutions according to the embodiments of the present invention can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, portable hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, touch terminal, or network device, etc.) to execute the method according to the embodiments of the present invention.
[0052] In summary, by acquiring real-time physiological data of athletes, environmental data of the venue, and support behavior data of virtual spectators during the event, and processing them through a role feature conversion model, an environment conversion model, and a virtual-real interaction server, the role features of virtual athletes, the environmental presentation of virtual venues, and virtual-real support interactions can synchronously reflect the real-time status of the physical event, thereby improving the real-time nature, accuracy, and immersive interactive experience of the event.
[0053] This technology can solve the problems of asynchronous reactions between virtual and real characters, inconsistent presentation of venue environments, and the inability of audience support to form a closed-loop interaction between the virtual and real worlds. It can improve the real-time synchronization of athletes' physiological states and virtual athlete character characteristics, dynamically maintain the consistency between the competition venue and the virtual competition venue environment, and transform virtual audience support behavior into virtual-real interactive feedback that can control physical competition venue equipment.
[0054] While the embodiments disclosed in this invention are as described above, the content is not intended to directly limit the scope of patent protection of this invention. Any person skilled in the art can make modifications in form and detail without departing from the spirit and scope disclosed in this invention. The scope of patent protection of this invention shall still be determined by the scope defined in the appended claims.
Claims
1. A method for virtual-real interaction in sports events that integrates real-time physiological and environmental data and support feedback, comprising the following steps performed via computer equipment: A set of physiological data for each athlete is obtained, wherein the set of physiological data for each athlete is obtained by at least one physiological data detection device worn by each athlete; Multiple environmental data points of the competition venue are obtained, wherein the multiple environmental data points of the competition venue are obtained by multiple environmental detection devices that are distributed in the competition venue respectively; When the physiological data set of each athlete is obtained, the at least one physiological data of each athlete is converted into the corresponding virtual athlete's role features through a role feature conversion model; Based on timestamps and the character characteristics of the virtual athletes, the virtual athletes in the virtual sports venue are adjusted in real time to make them present the real reactions of the corresponding athletes; When multiple environmental data of the competition venue are obtained, each environmental data is converted into environmental features of the corresponding virtual venue area in the virtual competition venue through an environmental transformation model; Based on the timestamp and the environmental characteristics of the virtual venue area, the corresponding venue area in the event venue reflects the real environment; When data on at least one cheering behavior performed by at least one virtual spectator in the virtual sports venue is obtained, the at least one cheering behavior data is quantified and accumulated. A real support request is generated when the quantized cumulative sum of at least one support behavior data is greater than or equal to the cumulative threshold; and The real-world support request is sent to the support device in the event venue to control the virtual and real interactive support feedback of the lighting effects, sound effects, and / or large screen content display in the event venue.
2. The method for virtual-real interaction of competitions that integrates real-time physiological and environmental data and support feedback as described in claim 1, wherein the role feature conversion model uses the physiological data set of the athlete as the model input data, and combines the role features of the virtual athlete as the model label data, in order to train the role feature conversion model.
3. The method for virtual-real interaction of sports events that integrates real-time physiological and environmental data and support feedback as described in claim 1, wherein the environment transformation model uses the environmental data of the sports venue as model input data, and uses the environmental features of the corresponding virtual venue area in the virtual sports venue as model labeling data, in order to train the environment transformation model.
4. The method for virtual-real interaction of a competition integrating real-time physiological and environmental data and support feedback as described in claim 1, further comprising the role feature conversion model continuously receiving the physiological data set with timestamps during the competition, and incrementally updating the model parameters of the role feature conversion model through an adaptive learning model, so that the role feature conversion model adapts to the physiological data distribution of the competition, and improves the real-time accuracy and consistency of the athletes and the virtual athletes.
5. The method for virtual-real interaction of sports events integrating real-time physiological and environmental data and support feedback as described in claim 1, further comprising the environmental transformation model continuously receiving the timestamped environmental data of the sports venue during the event, and incrementally updating the model parameters of the environmental transformation model through an adaptive learning model, so that the environmental transformation model adapts to the distribution of the environmental data of the sports venue, and improves the real-time accuracy and consistency of the immersive viewing experience of the sports venue and the virtual sports venue.
6. A computer device, the computer device comprising: Storage device, storing multiple computer-readable instructions; and One or more hardware processors, electrically connected to the storage device, execute the plurality of computer-readable instructions to enable the computer device to implement the virtual-real interaction method for sports events that integrates real-time physiological and environmental data and support feedback as described in any one of claims 1 to 5.
7. A computer-readable storage medium having a computer program stored thereon, which, when executed by one or more hardware processors of a computer device, causes the computer device to perform a virtual-real interaction method for a competition that integrates real-time physiological and environmental data and support feedback as described in any one of claims 1 to 5.