Somatosensory game control method and device based on intelligent foot mat of vehicle
Patent Information
- Application Number
- CN202610805155.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2026-06-05
- Publication Date
- 2026-09-04
- Estimated Expiration
- 2046-06-05
AI Technical Summary
现有车载压力感应系统虽能感知乘员存在,但其设计目标仅限于静态的生物特征识别或极限情况报警,无法用于游戏动作捕捉与交互
[0017]本发明提供的方法,通过接收智能脚垫发送游戏控制指令,实现了车载智能脚垫到体感游戏输入源的功能拓展,提升了车载娱乐的交互维度。并且,根据游戏控制指令控制车辆座舱内多个联控设备执行多模态反馈,可将游戏响应从单一屏幕拓展至整车环境,实现用户沉浸式的多感官体验。
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Figure CN122323917B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of vehicle technology, and in particular to a motion-sensing game control method and device based on a vehicle smart floor mat. Background Technology
[0002] Current in-vehicle infotainment systems primarily rely on touchscreens and voice commands for interaction, leaving a gap in the field of motion-sensing games. While existing in-vehicle pressure sensing systems can detect the presence of occupants, their design goals are limited to static biometric recognition or emergency alerts, and they cannot be used for game motion capture and interaction. Summary of the Invention
[0003] The purpose of this invention is to provide a motion-sensing game control method and device based on a vehicle smart floor mat, which realizes the functional expansion of the vehicle smart floor mat into a motion-sensing game input source, enhances the interactive dimension of in-vehicle entertainment, and extends the game response from a single screen to the entire vehicle environment, realizing an immersive multi-sensory experience for users.
[0004] In a first aspect, the present invention provides a motion-sensing game control method based on a smart vehicle floor mat, comprising: receiving game control commands sent by a user through the smart floor mat; generating sub-control commands for various interconnected devices in the vehicle cabin according to the game control commands; and controlling the interconnected devices in the vehicle cabin to execute feedback according to the corresponding sub-control commands to form a multimodal collaborative feedback in the cabin.
[0005] In an optional implementation, before receiving game control commands sent by the user through the smart foot pads, the method further includes: reading the type tag of the currently launched game application; determining the motion acquisition parameters of each smart foot pad based on the type tag; and sending the motion acquisition parameters to each smart foot pad so that each smart foot pad can collect pressure distribution data according to the motion acquisition parameters, and generate and send game control commands accordingly.
[0006] In an optional implementation, receiving game control commands sent by the user through the smart foot pad includes: receiving pressure distribution data fed back by the smart foot pad; identifying foot motion feature flow based on the pressure distribution data; and parsing the foot motion feature flow to obtain game control commands.
[0007] In an optional implementation, the foot movement feature flow is identified based on pressure distribution data, including: determining the pressure change time sequence corresponding to each pressure sensing unit in the smart foot pad based on the pressure distribution data; identifying and removing pressure distribution data corresponding to unconscious movement from the pressure distribution data based on the pressure change time sequence, pressure change rate threshold, and pressure duration threshold; and extracting foot movement features based on the remaining pressure distribution data to generate a foot movement feature flow.
[0008] In an optional implementation, parsing the foot motion feature flow to obtain game control commands includes: extracting the pressure center of gravity movement trajectory from the foot motion feature flow; matching the pressure center of gravity movement trajectory with a preset trajectory-command template set to determine game control commands based on the matching results.
[0009] In an optional implementation, when multiple smart floor mats are present in the vehicle, after receiving the game control command, the method further includes: extracting biometric parameters characterizing the user's gait from the pressure distribution data; matching the biometric parameters with a user gait template library to determine the current user's identity; and adding the identity identifier to the game control command to obtain an updated game control command.
[0010] In an optional implementation, receiving game control commands sent by the user through the smart foot pad includes: recording the time of receiving each game control sub-command sent by the smart foot pad and the location identifier of the sub-command; when it is determined that there is a preset timing association pattern between multiple game control sub-commands from different smart foot pads within a preset time window, the multiple game control sub-commands are merged into one game control command.
[0011] In an optional implementation, the control of each control device in the vehicle cabin executes feedback according to the corresponding sub-control instructions, including: identifying the target seat area corresponding to the smart foot mat that generates the game control instructions; selecting a set of local control devices associated with the target seat area from all control devices in the vehicle cabin; and controlling each control device in the set of local control devices to execute feedback according to the corresponding sub-control instructions.
[0012] In an optional implementation, the control of each control device in the vehicle cabin executes feedback according to the corresponding sub-control command, including: obtaining the response delay parameters of each control device in the vehicle cabin; calculating the issuance time of the corresponding sub-control command for each control device based on the response delay parameters; and sending the sub-control command to the corresponding control device according to the issuance time of each sub-control command, so that each control device executes feedback synchronously.
[0013] Secondly, the present invention provides a motion-sensing game control device based on a vehicle smart floor mat, comprising: a receiving module for receiving game control commands sent by a user through the smart floor mat; a generating module for generating sub-control commands for various interconnected devices in the vehicle cabin according to the game control commands; and a control module for controlling the various interconnected devices in the vehicle cabin to execute feedback according to the corresponding sub-control commands, so as to form a multimodal collaborative feedback in the cabin.
[0014] Thirdly, the present invention provides a vehicle including the motion-sensing game control device based on a smart vehicle floor mat as described in the foregoing embodiments.
[0015] Fourthly, the present invention provides an electronic device, including a memory and a processor, wherein the memory stores a computer program that can run on the processor, and the processor executes the computer program to implement the motion-sensing game control method based on the vehicle smart floor mat as described in any of the foregoing embodiments.
[0016] Fifthly, the present invention provides a computer-readable storage medium storing computer instructions, which, when executed by a processor, implement the motion-sensing game control method based on a vehicle smart floor mat as described in any of the foregoing embodiments.
[0017] The method provided by this invention, by receiving game control commands from a smart floor mat, expands the functionality of the in-vehicle smart floor mat into a motion-sensing game input source, enhancing the interactive dimension of in-vehicle entertainment. Furthermore, by controlling multiple interconnected devices within the vehicle cabin to perform multimodal feedback based on the game control commands, the game response can be extended from a single screen to the entire vehicle environment, achieving an immersive multi-sensory experience for the user. Attached Figure Description
[0018] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0019] Figure 1 A flowchart of a motion-sensing game control method based on a vehicle smart floor mat provided in an embodiment of the present invention; Figure 2 A flowchart illustrating the receipt of game control commands sent by a user via a smart footpad, as provided in an embodiment of the present invention; Figure 3 A functional block diagram of a motion-sensing game control device based on a vehicle smart floor mat is provided in an embodiment of the present invention. Figure 4 This is a schematic diagram of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0020] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. The components of the embodiments of the present invention described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.
[0021] Therefore, the following detailed description of the embodiments of the invention provided in the accompanying drawings is not intended to limit the scope of the claimed invention, but merely to illustrate selected embodiments of the invention. All other embodiments obtained by those skilled in the art based on the embodiments of the invention without inventive effort are within the scope of protection of the invention.
[0022] The following detailed description of some embodiments of the present invention is provided in conjunction with the accompanying drawings. Unless otherwise specified, the following embodiments and features can be combined with each other.
[0023] Example 1 Existing in-vehicle infotainment systems primarily rely on touchscreens, voice commands, and physical buttons for interaction, resulting in a limited range of methods and a lack of physical engagement and immersive experience. In light of this, this invention provides a motion-sensing game control method based on a vehicle's smart floor mats. This method aims to offer a novel, natural, and highly flexible motion-sensing input method for in-vehicle games without requiring additional peripherals or occupying valuable in-vehicle space. Simultaneously, it deeply integrates game interaction with the vehicle's cabin hardware ecosystem (such as screens, audio systems, ambient lighting, and seats), creating a multimodal immersive experience that transcends single-screen feedback.
[0024] Figure 1 A flowchart of a motion-sensing game control method based on a vehicle smart floor mat provided in an embodiment of the present invention is shown below. Figure 1 As shown, the method specifically includes the following steps: Step S102: Receive game control commands sent by the user through the smart foot pad.
[0025] In this embodiment of the invention, a smart floor mat inside a vehicle is used as a game input device. Game control commands are semantic control signals generated by the user's stepping actions after the pressure sensor array inside the smart floor mat collects the data and processes it. These signals reflect the user's intended game operation (such as jumping, attacking, turning, etc.). The process of receiving game control commands can be a continuous listening and dynamic reception process, supporting the input of single commands or continuous command streams.
[0026] Step S104: Generate sub-control instructions for each interconnected device in the vehicle cabin based on the game control instructions.
[0027] In this embodiment of the invention, the control devices within the vehicle cabin include, but are not limited to, cabin hardware capable of providing audiovisual and tactile feedback, such as in-vehicle audio systems, seat vibrators, ambient lighting, and central control displays. Upon receiving a game control command, the vehicle controller needs to convert the command into specific control signals recognizable by each control device within the vehicle cabin. The core of this conversion is to pre-establish a mapping relationship between game control commands and feedback parameters from multiple control devices. That is, a feedback mapping table is pre-maintained, defining the feedback parameters that each control device should execute for each type of game control command (e.g., jump, attack, score, injury, etc.).
[0028] When a game control command is received, the system first performs semantic parsing on the command, extracting the command type, command intensity (such as the normalized value corresponding to the pedal force), the source seat of the command (such as the driver's seat, passenger seat, left rear seat, right rear seat, etc.), and command timing characteristics (such as single or continuous pedaling). Subsequently, based on the parsed parameters, the system queries the feedback mapping table to generate separate control commands for various connected devices such as the audio equipment, seat vibrators, ambient lighting, and the central control display screen.
[0029] Specifically, for the central control display screen, the in-vehicle controller sends sub-control commands to refresh the game screen. For sub-control commands to the audio equipment, the in-vehicle controller selects the corresponding sound effect file from the preset sound effect library according to the command type, maps it to the volume level linearly or non-linearly according to the command intensity, and determines the sound field position according to the seat from which the command originates. For example, the sound effect corresponding to the driver's command is mainly output from the left speaker to enhance the sense of presence. The final generated audio sub-control commands include: sound effect file identifier and volume level.
[0030] For the sub-control commands of the seat vibrator, the vehicle controller selects a preset vibration waveform (e.g., an attack command corresponds to a short impact waveform, and a charging command corresponds to a gradually increasing waveform) and vibration duration based on the command type, and determines the drive amplitude of the vibration motor based on the command intensity. The final generated vibration sub-control command includes: vibration waveform identifier, vibration amplitude value, and vibration duration.
[0031] For the ambient lighting control commands, the vehicle controller selects the corresponding lighting effect color based on the command type (e.g., red for attack commands and gold for scoring commands), determines the brightness value based on the command intensity, and selects lighting modes such as flashing, breathing, or flowing light based on the timing characteristics of the command. The final generated lighting control commands include: color RGB values, brightness values, and lighting modes.
[0032] The temporal characteristics of commands refer to the pattern attributes of game control commands in the time dimension, reflecting the temporal distribution and rhythmic characteristics of user foot movements. The temporal characteristics of commands include at least one of the following: the arrival frequency and interval of commands, the rhythmic pattern of commands, and the combination temporal relationship of commands. Specifically, the arrival frequency of commands represents the number of commands of the same type received per unit time; the interval of commands represents the time difference between two adjacent commands; the rhythmic pattern of commands represents the arrangement pattern of commands on the time axis, such as single click, double click, triple click, long press followed by release, intermittent stomping, etc.; the combination temporal relationship of commands refers to the temporal order and alignment relationship between commands generated by different smart foot pads when multiple smart foot pads are connected simultaneously. For example, if the driver stomps first, and the passenger stomps within 200 milliseconds, this command situation constitutes a combination temporal pattern, which can be interpreted as a coordinated attack command.
[0033] Step S106: Control each control device in the vehicle cabin to execute feedback according to the corresponding sub-control commands to form multimodal collaborative feedback in the cabin.
[0034] Next, the generated sub-control commands are sent to the corresponding control devices to control these devices to execute feedback according to their respective sub-control commands, thereby creating a multimodal collaborative sensory experience within the cabin. For example, when the game character scores, the audio system plays a victory sound effect, the seat vibrates briefly, and the ambient lights flash golden light, with all feedback synchronized in time, providing the user with an immersive response through hearing, touch, and sight simultaneously. In this way, the game feedback, which was originally only displayed on the screen, is extended to the entire cabin space, significantly enhancing the immersion and fun of in-vehicle games.
[0035] The method provided in this invention expands the functionality of in-vehicle smart floor mats into motion-sensing game input sources by receiving game control commands from the smart floor mats, thus enhancing the interactive dimension of in-vehicle entertainment. Furthermore, by controlling multiple interconnected devices within the vehicle cabin to perform multimodal feedback according to the game control commands, the game response can be extended from a single screen to the entire vehicle environment, achieving an immersive multi-sensory experience for the user.
[0036] In one optional embodiment, before receiving game control commands sent by the user via the smart footpad, the method of the present invention further includes the following steps: Step S201: Read the type tag of the currently launched game application.
[0037] Specifically, to ensure that the motion acquisition parameters of the smart footpad match the game's requirements for input accuracy and response speed, and to guarantee the recognition effect of commands, this embodiment of the invention first reads the type tag of the currently launched game application before receiving game control commands sent by the user through the smart footpad. The type tag of the game application is used to identify the category to which the game belongs, such as rhythm games, racing games, fighting games, or strategy games.
[0038] Different game genres have significantly different requirements for foot motion input. For example, rhythm games require high temporal resolution for rapid stomping detection, racing games require continuous pressure center of gravity trajectory tracking, while strategy games focus more on discrete area stomping events. Optionally, the in-vehicle controller obtains the metadata of the foreground game through the application interface provided by the vehicle's operating system to obtain the game's genre label; alternatively, the game can proactively report its genre to the in-vehicle controller upon startup.
[0039] Step S202: Determine the motion acquisition parameters for each smart foot pad based on the type label.
[0040] Specifically, the motion acquisition parameters represent the configuration parameters used by the pressure sensing matrix inside the smart footpad when acquiring pressure data, including: sampling frame rate and pressure change sensitivity threshold. The sampling frame rate determines the number of times the pressure sensor acquires data per second, affecting the system's ability to capture rapid movements; the pressure change sensitivity threshold determines the minimum pressure change amplitude required for the sensing unit to recognize a pressure change as a valid stepping event. If this threshold is too low, it will introduce noise interference; if it is too high, it may miss light stepping movements.
[0041] This invention provides a pre-defined mapping table for type tags and motion capture parameters. After reading the game type tag, the corresponding motion capture parameters can be matched from the mapping table. For example, for rhythm games, the system sets the sampling frame rate to a high value (e.g., more than 60 times per second) and the sensitivity threshold to a low value to capture fast, light stomping motions; for strategy games, since the user's operation frequency is low, the system can set the sampling frame rate to a low value to reduce power consumption.
[0042] Step S203: The motion acquisition parameters are sent to each smart foot pad so that each smart foot pad can collect pressure distribution data according to the motion acquisition parameters and generate and send game control commands accordingly.
[0043] The transmission of motion acquisition parameters can be accomplished via vehicle bus (such as CAN bus, in-vehicle Ethernet) or wireless communication (such as Bluetooth, WiFi). After receiving the motion acquisition parameters, the smart floor mat writes them into its built-in control register, thereby adjusting the sampling frequency and sensitivity threshold of the pressure sensing matrix so that the smart floor mat can acquire pressure distribution data according to the updated parameters.
[0044] Next, after the smart foot mat collects pressure distribution data, it preprocesses the raw data locally (such as filtering and noise reduction, event detection, etc.), and then encapsulates the motion features identified based on the preprocessed data into game control commands and sends them to the vehicle controller.
[0045] If the vehicle is equipped with multiple smart floor mats (such as those for the driver, passenger, and rear seats), the system can send the aforementioned motion collection parameters to each smart floor mat to achieve unified adaptation of game input devices throughout the vehicle.
[0046] In one alternative implementation, such as Figure 2 As shown, step S102 above, receiving game control commands sent by the user through the smart foot mat, specifically includes the following steps: Step S1021: Receive pressure distribution data from the smart foot pad.
[0047] In this embodiment of the invention, the smart foot mat integrates a pressure sensing matrix capable of outputting two-dimensional coordinate pressure distribution data. This matrix divides the foot mat surface into an interactive plane composed of M×N independently addressable sensing units. Each sensing unit can sense the pressure distribution generated by the user's foot stepping on the mat in real time and output the pressure value at its location. All pressure values are arranged according to the matrix to form pressure distribution data. The smart foot mat periodically (e.g., every 30 milliseconds) packages and sends the collected pressure distribution data to the vehicle controller via the vehicle bus or wireless communication.
[0048] Step S1022: Identify foot movement feature flow based on pressure distribution data.
[0049] Specifically, the foot motion feature stream represents the temporal sequence of dynamic foot behavior. Upon receiving pressure distribution data, the vehicle controller analyzes each frame of pressure distribution data, calculating the coordinates of the pressure center point, the area of the pressure distribution, and its changing trend, and tracks these changes over time. For example, when a user steps on the footrest once, the system can detect the complete process of pressure increasing, decreasing, and disappearing, thus extracting features such as the time, location, and duration of the stepping event. When the user performs multiple consecutive stepping or sliding movements, the system organizes these discrete events into a feature stream in chronological order, thus fully reflecting the continuous movement trajectory and rhythmic pattern of the user's feet.
[0050] Step S1023: Analyze the foot motion feature flow to obtain game control commands.
[0051] Specifically, parsing the foot motion feature flow involves matching the temporal, spatial, and force information within the feature flow with predefined game control logic. By maintaining a set of mapping rules, each foot motion feature sequence corresponds to a specific game operation (i.e., game control command). For example, a single, rapid stomp with the pressure center point in the left half of the footpad can be mapped to a game control command of moving to the left; a continuous trajectory of the pressure center point sliding from the left to the right side of the footpad can be mapped to a game control command of releasing a skill. In other words, after obtaining the foot motion feature flow, semantic game control commands can be output by searching the aforementioned mapping rules.
[0052] In an optional implementation, step S1022 above, which identifies foot movement feature flow based on pressure distribution data, specifically includes the following steps: Step S10221: Based on the pressure distribution data, determine the pressure change time sequence corresponding to each pressure sensing unit in the smart foot pad.
[0053] Specifically, as described above, the smart foot mat contains multiple sensing units, each capable of independently outputting its pressure value. When a user performs actions such as stepping, lifting their foot, or sliding, the sensing units at different locations will generate corresponding pressure readings as the contact state between the foot and the foot mat changes. By continuously receiving multiple frames of pressure distribution data, a pressure value sequence that changes over time can be established for each sensing unit, i.e., a pressure change time sequence.
[0054] Step S10222: Based on the pressure change time sequence, pressure change rate threshold, and pressure duration threshold, identify and remove pressure distribution data corresponding to unintentional movement from the pressure distribution data.
[0055] During gameplay, in addition to intentional game actions, users may also experience unintentional minor foot movements or pressure changes due to physical adjustments. If these unconscious movements are misinterpreted as game actions, it will lead to incorrect command output and severely impact the gaming experience. Therefore, this embodiment of the invention distinguishes between intentional actions and unconscious movements using two dimensions: the rate of pressure change and the duration of pressure.
[0056] Specifically, intentional game actions are typically characterized by a rapid rate of pressure change (i.e., crisp stomping) and a moderate pressure duration (e.g., between 0.1 and 1 second), while unintentional movement often exhibits a slow rate of pressure change, weak pressure values, or excessively long pressure duration (e.g., feet lightly resting on the floor mat for an extended period). Therefore, by setting preset thresholds for the rate of pressure change and the duration of pressure, pressure fluctuations with a rate of pressure change lower than the threshold, or a duration of pressure exceeding the threshold, are judged as unintentional movement, and the corresponding pressure distribution data is discarded. Through this data filtering mechanism, the vehicle controller can effectively filter out noise interference, retaining only valid pressure data driven by the user's subjective intent.
[0057] Step S10223: Based on the residual pressure distribution data, extract foot movement features and generate foot movement feature stream.
[0058] The residual pressure distribution data refers to the effective pressure distribution data obtained after identifying and removing the pressure distribution data corresponding to unintentional movement from the pressure distribution data. Next, the vehicle controller calculates the effective pressure distribution data of each frame, extracts its feature parameters (including: pressure center point coordinates, pressure distribution area and change trend), and organizes the feature parameters of multiple consecutive frames in chronological order to obtain the foot movement feature flow.
[0059] In an optional implementation, step S1023 above, parsing the foot motion feature flow to obtain game control commands, specifically includes the following steps: Step S10231: Extract the pressure center of gravity movement trajectory from the foot motion feature flow.
[0060] Specifically, the center of pressure refers to the center point of pressure distribution in the contact area between the foot and the footpad. As the user's foot slides, rotates, or continuously steps on the footpad, the position of the center of pressure changes. The system analyzes the coordinates of the center of pressure at each moment in the foot's motion characteristic flow and connects these coordinates sequentially over time to form the trajectory of the center of pressure movement. This trajectory records the approximate path and speed changes of the user's foot on the footpad, such as rapid sliding from left to right, slow movement from front to back, or circular motions.
[0061] Step S10232: Match the pressure center of gravity movement trajectory with the preset trajectory-instruction template set to determine the game control instructions based on the matching results.
[0062] In this embodiment of the invention, the preset trajectory-instruction template set is a preset lookup table, wherein each template corresponds to a pressure center of gravity movement trajectory and a corresponding game control instruction. For example, a trajectory that slides quickly from left to right corresponds to a game control instruction for releasing a skill, and a trajectory that slides from back to front corresponds to a game control instruction for initiating a dash.
[0063] After extracting the trajectory of the pressure center of gravity movement, it is compared with each template to calculate the similarity in shape. If the similarity with only one template exceeds the preset similarity threshold, the game control command in that template is output; if the similarity with multiple templates exceeds the preset similarity threshold, the game control command in the template with the highest similarity is output; if no template matches, the action is ignored or a default command is output.
[0064] In one optional implementation, when multiple smart floor mats are present in the vehicle, after receiving the game control command, the embodiment of the present invention further includes the following steps: Step S301: Extract biometric parameters characterizing the user's gait from the pressure distribution data.
[0065] Specifically, each person's pedaling habits, the shape of the foot pressure distribution, and the speed of lifting the foot are different. Therefore, based on the pressure distribution data, a set of parameters that can reflect the characteristics of an individual's gait can be calculated. That is, the above-mentioned biometric parameters include at least one of the following: the contact area between the foot and the footpad, the path characteristics of the movement of the pressure center, the rate of increase of pedaling pressure, and the rate of decrease of pressure when the foot is lifted.
[0066] Step S302: Match the biometric parameters with the user gait template library to determine the identity of the current user.
[0067] The user gait template library stores the biometric parameters (templates) of all registered users. After extracting the biometric parameters of the current user's gait, it is compared one by one with the biometric parameters (templates) of each registered user in the template library to calculate the similarity. If the similarity with a template exceeds a set threshold, the user currently stepping on the mat is identified as the user belonging to that template, thus obtaining their identity. If no template can be matched, the identity of this new gait is marked as a visitor or temporary user, and the user may be further prompted to register.
[0068] Step S303: Add an identity identifier to the game control commands to obtain the updated game control commands.
[0069] Smart floor mats are known to have seat location identifiers (e.g., driver's seat, front passenger seat, rear left seat, etc.), but these identifiers only indicate the device's location and cannot identify the specific user currently using the seat. In in-car gaming scenarios, there are complex situations such as user seat switching, single-user collaborative operation across multiple floor mats, and different users alternating use of the same floor mat. If the system relies solely on the floor mat's built-in seat identifiers to determine command attribution, issues such as confusion regarding command attribution, incorrect player permissions, and abnormal loading of personalized configurations will arise, making it unsuitable for diverse multi-user interaction scenarios.
[0070] Therefore, adding an identifier to game control commands allows the updated commands to carry two types of information simultaneously: the semantic meaning of the game operation corresponding to the foot movement, and the unique user identity information for performing the operation. After receiving the identified game control commands, the game's business logic layer can attribute each foot movement to the corresponding player character.
[0071] Based on game control commands with identity identifiers, it can further realize differentiated functions such as independent control by multiple players, independent scoring, exclusive character animation rendering, and automatic loading of personalized game parameters. At the same time, it can support continuous operation by users across seats and footrests, and track the operation trajectory of the same user throughout the game, ensuring the continuity and consistency of game interaction after users change positions.
[0072] In another optional implementation, step S102 above, receiving game control commands sent by the user through the smart footpad, specifically includes the following steps: Step S102a: Record the time of receiving the game control sub-command sent by each smart foot pad and the location identifier where the sub-command was generated.
[0073] Step S102b: When it is determined that there is a preset timing association pattern between multiple game control sub-instructions from different smart foot pads within a preset time window, the multiple game control sub-instructions are merged into one game control instruction.
[0074] Specifically, to adapt to game scenarios involving multiplayer collaboration or combined skill operations, the in-vehicle controller records the time of receiving each smart floor mat's game control sub-command, as well as the floor mat's location identifier that generated the sub-command. A game control sub-command refers to an independent control signal generated by a single smart floor mat based on its sensed foot movements. Each sub-command carries the seat location identifier of its source floor mat (e.g., driver's seat, front passenger seat, rear left seat, etc.). When receiving a game control sub-command, the in-vehicle controller timestamps the reception and records the source location.
[0075] When the vehicle controller determines that there is a preset timing association pattern between multiple game control sub-commands from different smart floor mats within a preset time window (e.g., 300 milliseconds), it merges these sub-commands into a single game control command. The preset timing association pattern refers to a predefined specific combination relationship in time sequence between multiple floor mat actions. For example, if the driver's floor mat first generates a "charge" sub-command, and the passenger's floor mat generates a "release" sub-command within the following 200 milliseconds, the combination of the two can be identified as a "coordinated attack" command.
[0076] By comparing the received time sequence of sub-commands with a preset timing association pattern template, a match is determined. Once a match is successful, the vehicle controller no longer sends each sub-command independently to the game logic, but instead merges them into a composite game control command. This composite command can trigger combined skills in the game that require multi-player collaborative operation. This processing method breaks through the limitation of independent input from a single floor mat, realizing the spatiotemporal coupling and semantic fusion of multi-player actions, enriching the playability and collaboration of vehicle-based immersive games.
[0077] In an optional implementation, step S106 above, controlling each control device in the vehicle cabin to execute feedback according to the corresponding sub-control commands, specifically includes the following steps: Step S1061: Identify the target seating area corresponding to the smart footpad that generates the game control command.
[0078] Specifically, when controlling the various control devices in the vehicle cabin to execute feedback according to the sub-control instructions, this embodiment of the invention also proposes a spatially adapted feedback mechanism, that is, only controlling the control devices near the seat area that generates the game control instructions to provide feedback, thereby avoiding interference and energy waste caused by the simultaneous response of all devices in the vehicle.
[0079] When the vehicle controller receives a game control command, it can determine which seat the command originated from based on the command's source information (such as location identifier). This seat location is the target seating area, which includes one or more seat locations.
[0080] Step S1062: Based on the target seating area, select the set of local control devices associated with that area from all control devices in the vehicle cabin.
[0081] In this embodiment of the invention, a corresponding subset of controllable devices is predefined for each seating area. For example, the subset of controllable devices corresponding to the driver's seat area includes: the driver's seat vibrator, the driver's side front speaker, and the ambient lighting in the driver's foot area; the passenger seat area corresponds to another subset of controllable devices. After determining the target seating area, the predefined mapping relationship is searched based on the target seating area to obtain all subsets of controllable devices related only to the target seating area. All subsets of controllable devices constitute a local set of controllable devices.
[0082] Step S1063: Control each control device in the local control device set to execute feedback according to the corresponding sub-control instructions.
[0083] In other words, only devices such as speakers, vibrators, and ambient lighting located near the target seating area will respond, while devices in other seating areas remain silent or unresponsive. For example, when the front passenger steps on the floor mat to trigger an "attack" command, only the front passenger seat vibrates, the front passenger-side speaker plays a sound effect, and the ambient lighting around the front passenger flashes, while the driver's seat and rear seats remain unaffected. This spatially selective feedback mechanism not only enhances the immersive experience of individual user operation and avoids interference to other passengers from simultaneous responses from all vehicle devices, but also reduces the overall power consumption of the system.
[0084] In another optional implementation, step S106 above, which controls the various control devices in the vehicle cabin to execute feedback according to the corresponding sub-control commands, specifically includes the following steps: Step S106a: Obtain the response delay parameters of each control device in the vehicle cabin.
[0085] Specifically, there are different response delays between the various control devices in the vehicle cabin receiving instructions and generating actual physical feedback. Therefore, when controlling the various control devices in the vehicle cabin to execute feedback according to the sub-control instructions, this embodiment of the invention also proposes a synchronous feedback mechanism to solve the problem of multimodal feedback asynchrony caused by the difference in response delays of different devices.
[0086] The response delay parameters of each control device in the vehicle cabin can be obtained in advance through factory calibration or online self-learning and stored in the vehicle's non-volatile memory. The vehicle controller reads these parameters directly when the game starts.
[0087] Step S106b: Calculate the issuance time of the corresponding sub-control command for each control device based on the response delay parameter.
[0088] To ensure that all interconnected devices generate physical feedback at the same time, the vehicle controller needs to consider the latency differences of each device in advance. Specifically, the vehicle controller uses the expected feedback synchronization time as a benchmark, subtracts the response latency of each device, and obtains the advance issuance time of the sub-control command for that device.
[0089] For example, assuming the response delay of the audio system is 50 milliseconds (from the issuance of the command to the sound output), the response delay of the seat vibrator is 20 milliseconds, and the response delay of the ambient light is 10 milliseconds, then if feedback is expected to be presented synchronously at time T, the audio control command should be issued at T-50 milliseconds, the seat vibrator control command should be issued at T-20 milliseconds, and the ambient light control command should be issued at T-10 milliseconds.
[0090] Step S106c: Send sub-control commands to the corresponding control devices according to the issuance time of each sub-control command, so that each control device can execute feedback synchronously.
[0091] Referring to the example in the previous step, the vehicle controller should first send a command to the audio system, then to the seat vibrator 30 milliseconds later, and finally to the ambient lighting 40 milliseconds later (these values are just examples and the actual values depend on the latency difference). Through this processing method, although the response latency of each device differs, the vibrations, sounds, and lighting effects they produce can be perceived by the user simultaneously, forming true multimodal feedback. Without this latency compensation, the user might feel the seat vibration first, then hear the sound, and then see the light change, disrupting the real-time feedback and immersive experience of the game.
[0092] Optionally, the vehicle controller defines a mapping relationship between the effective area on the smart floor mat's interactive plane and in-game virtual controls (such as buttons, joysticks, and skill wheels) for each game. This mapping relationship is automatically loaded when the game starts. Essentially, this mapping relationship associates a specific coordinate area (i.e., the effective area) on the floor mat's interactive plane with a virtual control in the game, so that when a user steps on that area, the system can recognize it as an operation on that virtual control.
[0093] The mapping relationships can be completely different for different types of games. For example, in fighting games, different areas of the footpad might be mapped to discrete buttons such as light punch, heavy punch, and kick; in racing games, the left and right halves of the footpad might be mapped to steering wheel movements, the front area to the accelerator, and the rear area to the brake. These mapping relationships are programmable, allowing users to customize them according to the specific needs of each game.
[0094] To ensure driving safety, the game application is only allowed to launch when the vehicle is detected to be in a safe parking state (such as P gear). During game launch, a customized floor mat-control mapping scheme is automatically loaded, and visual guidance is provided on the screen. When the system detects that the vehicle is in an unsafe state (such as a speed greater than 0 km / h or a gear other than P gear), it will immediately pause or terminate the game process and automatically disable the smart floor mat's game command generation function, leaving only basic sensing functions. The game function can be manually resumed when the vehicle returns to a safe parking state.
[0095] This invention enables motion-sensing game interaction without additional equipment, utilizing the inherent space within the vehicle (foot area) for full-body participation. This significantly expands the interactive dimensions of in-vehicle entertainment, providing a novel and engaging user experience. Furthermore, by integrating with the vehicle's audio, vibration, and lighting systems, game feedback is no longer limited to the screen but extends throughout the entire cabin, creating a highly integrated and immersive multi-sensory experience unmatched by home gaming devices or mobile devices.
[0096] Example 2 This invention also provides a motion-sensing game control device based on a vehicle smart floor mat. This device is mainly used to execute the motion-sensing game control method based on a vehicle smart floor mat provided in Embodiment 1 above. The following is a detailed description of the motion-sensing game control device based on a vehicle smart floor mat provided in this invention.
[0097] Figure 3 A functional block diagram of a motion-sensing game control device based on a vehicle smart floor mat is provided as an embodiment of the present invention, such as... Figure 3 As shown, the device mainly includes: a receiving module 10, a generating module 20, and a control module 30, wherein: The receiving module 10 is used to receive game control commands sent by the user through the smart foot pad.
[0098] The generation module 20 is used to generate sub-control instructions for various interconnected devices in the vehicle cabin based on the game control instructions.
[0099] The control module 30 is used to control the various interconnected devices in the vehicle cabin to execute feedback according to the corresponding sub-control commands, so as to form a multimodal collaborative feedback in the cabin.
[0100] The device provided in this invention expands the functionality of in-vehicle smart floor mats into motion-sensing game input sources by receiving game control commands from smart floor mats, thus enhancing the interactive dimension of in-vehicle entertainment. Furthermore, by controlling multiple interconnected devices within the vehicle cabin to perform multimodal feedback according to the game control commands, the game response can be extended from a single screen to the entire vehicle environment, achieving an immersive multi-sensory experience for the user.
[0101] Optionally, before receiving game control commands sent by the user via the smart footpad, the device is also used to: Read the type tag of the currently launched game application.
[0102] Based on the type label, determine the motion acquisition parameters for each smart foot pad.
[0103] The motion capture parameters are sent to each smart foot pad so that each smart foot pad can collect pressure distribution data according to the motion capture parameters, and generate and send game control commands accordingly.
[0104] Optionally, the receiving module 10 includes: The receiving unit is used to receive pressure distribution data fed back by the smart foot pad.
[0105] The recognition unit is used to identify the characteristic flow of foot movements based on pressure distribution data.
[0106] The parsing unit is used to parse the foot motion feature flow to obtain game control commands.
[0107] Optionally, the identification unit is specifically used for: Based on pressure distribution data, the time sequence of pressure changes corresponding to each pressure sensing unit in the smart foot pad is determined.
[0108] Based on the time series of pressure changes, the threshold of pressure change rate, and the threshold of pressure duration, pressure distribution data corresponding to unintentional movement is identified and removed from the pressure distribution data.
[0109] Based on the residual pressure distribution data, foot movement features are extracted to generate a foot movement feature stream.
[0110] Optionally, the parsing unit is specifically used for: Extract the trajectory of pressure center of gravity movement from the foot motion feature flow.
[0111] The trajectory of the pressure center of gravity movement is matched with a set of preset trajectory-instruction templates to determine game control instructions based on the matching results.
[0112] Optionally, when multiple smart floor mats are present in the vehicle, after receiving game control commands, the device is also used to: Extract biometric parameters characterizing user gait from pressure distribution data.
[0113] Biometric parameters are matched with a user gait template library to determine the current user's identity.
[0114] Add an identity identifier to the game control commands to obtain updated game control commands.
[0115] Optionally, the receiving module 10 further includes: The recording unit is used to record the time of receiving each game control sub-command sent by the smart footpad and the location identifier where the sub-command was generated.
[0116] The merging unit is used to merge multiple game control sub-instructions into one game control instruction when there is a preset timing association pattern between multiple game control sub-instructions from different smart foot pads within a preset time window.
[0117] Optionally, the control module 30 is specifically used for: Identify the target seating area corresponding to the smart footrest that generates game control commands.
[0118] Based on the target seating area, select the set of local control devices associated with that area from all control devices in the vehicle cabin.
[0119] The system controls each control device in the local control set to execute feedback according to the corresponding sub-control commands.
[0120] Optionally, the control module 30 is also used for: Obtain the response delay parameters of each control device in the vehicle cabin.
[0121] Based on the response delay parameter, calculate the issuance time of the corresponding sub-control command for each control device.
[0122] According to the issuance time of each sub-control command, the sub-control command is sent to the corresponding joint control device so that each joint control device can execute and respond synchronously.
[0123] Furthermore, embodiments of the present invention also provide a vehicle equipped with the motion-sensing game control device based on the vehicle's smart floor mats described above.
[0124] Example 3 See Figure 4 This invention provides an electronic device, which includes a processor 60, a memory 61, a bus 62, and a communication interface 63. The processor 60, the communication interface 63, and the memory 61 are connected via the bus 62. The processor 60 is used to execute executable modules, such as computer programs, stored in the memory 61.
[0125] The memory 61 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 63 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc.
[0126] Bus 62 can be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 4 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0127] The memory 61 is used to store programs. After receiving an execution instruction, the processor 60 executes the program. The method executed by the apparatus defined by the process disclosed in any of the foregoing embodiments of the present invention can be applied to the processor 60 or implemented by the processor 60.
[0128] Processor 60 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 60 or by instructions in software form. Processor 60 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly embodied in the execution of a hardware decoding processor, or executed by a combination of hardware and software modules in the decoding processor. The software modules can reside in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. The storage medium is located in memory 61. Processor 60 reads the information in memory 61 and, in conjunction with its hardware, completes the steps of the above method.
[0129] The computer program product of the motion-sensing game control method and device based on vehicle smart floor mats provided in this embodiment of the invention includes a computer-readable storage medium storing non-volatile program code executable by a processor. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0130] In addition, the functional units in the various embodiments of the present invention can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0131] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0132] 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 further defined and explained in subsequent figures.
[0133] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, or the orientation or positional relationship commonly used when the product of this invention is in use. They are only for the convenience of describing this invention and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this invention. In addition, the terms "first," "second," "third," etc., are only used to distinguish descriptions and should not be construed as indicating or implying relative importance.
[0134] Furthermore, terms such as "horizontal," "vertical," and "sag" do not imply that components must be absolutely horizontal or suspended, but rather that they can be slightly tilted. For example, "horizontal" simply means that its direction is more horizontal relative to "vertical," and does not mean that the structure must be completely horizontal, but can be slightly tilted.
[0135] In the description of this invention, it should also be noted that, unless otherwise explicitly specified and limited, the terms "set," "install," "connect," and "link" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this invention based on the specific circumstances.
[0136] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present invention, and not to limit them; although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some or all of the technical features; and these modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of the present invention.
Claims
1. A motion-sensing game control method based on a vehicle's smart floor mat, characterized in that, include: Read the type tag of the currently launched game application; Based on the type label, determine the motion acquisition parameters for each smart foot pad; The motion acquisition parameters are sent to each smart foot pad so that each smart foot pad can collect pressure distribution data according to the motion acquisition parameters, and generate and send game control commands accordingly. Receive pressure distribution data from the smart foot pad; Based on the pressure distribution data, the characteristic flow of foot movements is identified; The game control commands are obtained by analyzing the foot motion feature flow. Based on the game control commands, generate sub-control commands for each interconnected device in the vehicle cabin; Obtain the response delay parameters of each control device in the vehicle cabin; Based on the response delay parameter, calculate the issuance time of the corresponding sub-control command for each control device; According to the issuance time of each sub-control command, the corresponding joint control equipment is sent to enable the joint control equipment to execute feedback synchronously, so as to form a multimodal collaborative feedback in the cockpit.
2. The motion-sensing game control method based on vehicle smart floor mats according to claim 1, characterized in that, Based on the pressure distribution data, the characteristic flow of foot movements is identified, including: Based on the pressure distribution data, the pressure change time sequence corresponding to each pressure sensing unit in the smart foot pad is determined. Based on the pressure change time sequence, pressure change rate threshold, and pressure duration threshold, pressure distribution data corresponding to unintentional movement is identified and removed from the pressure distribution data. Based on the residual pressure distribution data, foot movement features are extracted to generate the foot movement feature stream.
3. The motion-sensing game control method based on vehicle smart floor mats according to claim 1, characterized in that, The game control commands are obtained by parsing the foot motion feature stream, including: Extract the pressure center of gravity movement trajectory from the foot movement feature stream; The trajectory of the pressure center of gravity movement is matched with a preset trajectory-instruction template set to determine the game control instructions based on the matching results.
4. The motion-sensing game control method based on vehicle smart floor mats according to claim 1, characterized in that, When multiple smart floor mats are present in the vehicle, after receiving the game control command, the system further includes: Extract biometric parameters characterizing the user's gait from the pressure distribution data; The biometric parameters are matched with a user gait template library to determine the identity of the current user. The identity identifier is added to the game control commands to obtain updated game control commands.
5. The motion-sensing game control method based on vehicle smart floor mats according to claim 4, characterized in that, Receive game control commands sent by the user via the smart footpad, including: Record the time of receipt of each game control sub-command sent by the smart foot pad and the location identifier where the sub-command was generated; When it is determined that there is a preset timing association pattern between multiple game control sub-instructions from different smart foot pads within a preset time window, the multiple game control sub-instructions are merged into one game control instruction.
6. The motion-sensing game control method based on vehicle smart floor mats according to claim 1, characterized in that, The system controls the various interconnected devices within the vehicle's cabin to execute and respond to corresponding sub-control commands, including: Identify the target seating area corresponding to the smart footpad that generates the game control commands; Based on the target seating area, select the set of local control devices associated with that area from all control devices in the vehicle cabin; The system controls each control device in the local control device set to execute feedback according to the corresponding sub-control instructions.
7. A motion-sensing game control device based on a vehicle's smart floor mat, characterized in that, include: A receiving module is used to receive pressure distribution data fed back by the smart foot pad; based on the pressure distribution data, identify foot movement feature flow; and parse the foot movement feature flow to obtain game control commands. The generation module is used to generate sub-control instructions for each interconnected device in the vehicle cabin based on the game control instructions; The control module is used to acquire the response delay parameters of each control device in the vehicle cabin; calculate the issuance time of the corresponding sub-control command for each control device based on the response delay parameters; and send the sub-control command to the corresponding control device according to the issuance time of each sub-control command so that each control device can execute feedback synchronously to form a multimodal collaborative feedback in the cabin. The device is also used for: Read the type tag of the currently launched game application; Based on the type label, determine the motion acquisition parameters for each smart foot pad; The motion acquisition parameters are sent to each smart foot pad so that each smart foot pad can collect pressure distribution data according to the motion acquisition parameters, and generate and send game control commands accordingly.
8. A vehicle, characterized in that, Includes the motion-sensing game control device based on vehicle smart floor mats as described in claim 7.
9. An electronic device comprising a memory and a processor, wherein the memory stores a computer program executable on the processor, characterized in that, When the processor executes the computer program, it implements the motion-sensing game control method based on vehicle smart floor mats as described in any one of claims 1 to 6.
10. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer instructions that, when executed by a processor, implement the motion-sensing game control method based on any one of claims 1 to 6.
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