Method and apparatus for image display of personal voice assistant, vehicle and storage medium

By generating dynamic first and second particle animations, the problem of unclear image display of personal voice assistants was solved, achieving a clear state, visually rich and vivid user interaction experience.

CN122391432APending Publication Date: 2026-07-14AVATR CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
AVATR CO LTD
Filing Date
2026-06-10
Publication Date
2026-07-14

AI Technical Summary

Technical Problem

Existing personal voice assistants lack clear status expression, making it difficult for users to intuitively judge the current working status. The effects are monotonous and lack a sense of hierarchy, and the animations are mechanical and lifeless.

Method used

By generating and displaying a first motion effect and a second motion effect, wherein the first motion effect is the motion effect of the first particle approaching the end point from the birth point, and the second motion effect is the motion effect of the second particle simulating the formation of a target pattern in the target area of ​​the display interface, a dynamic energy field is formed to reflect the state of VPA.

Benefits of technology

It enables dynamic display of the VPA image, accurately reflects the current status, enhances user interaction, provides rich and vivid visual effects, and avoids user misunderstanding.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application provides a method and device for displaying an image of a personal voice assistant, a vehicle and a storage medium, and relates to the technical field of new energy vehicles. The method comprises generating and displaying a first dynamic effect and a second dynamic effect in response to a trigger instruction, wherein the first dynamic effect is a dynamic effect in which first particles move from a birth point to an end point, and the second dynamic effect is a dynamic effect in which second particles simulate the formation of a target pattern in a target area of a display interface, wherein the movement path of the first particles passes through the target area. The combination of the two dynamic effects can form a dynamic energy field to clearly show that the VPA is currently processing a user's question, so as to accurately reflect the state of the VPA and form better interaction with the user.
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Description

Technical Field

[0001] This application relates to the field of new energy vehicle technology, and in particular to a method, device, vehicle, and storage medium for displaying the image of a personal voice assistant. Background Technology

[0002] With the continuous development of intelligent vehicle technology, in-vehicle human-machine interface (HMI) is playing an increasingly important role in improving user experience. Among them, voice personal assistant (VPA), as one of the main interaction methods, directly affects the user's perception of the system and operating experience through its visual appearance.

[0003] In human-computer interaction, the visual feedback from the Visual User Interface (VPA) is typically a simple static icon, such as a spinning circle or a bouncing dot. Because the VPA's visual representation is so simple, it fails to accurately reflect the VPA's current working status, causing confusion for the user. Summary of the Invention

[0004] This application provides a method, apparatus, vehicle, and storage medium for displaying the image of a personal voice assistant (VPA), which can reflect the current working status of the VPA through the VPA's image display.

[0005] The technical solution of this application embodiment is implemented as follows: In a first aspect, embodiments of this application provide a method for displaying the image of a personal voice assistant, the method comprising: In response to the trigger command, a first motion effect and a second motion effect are generated and displayed. The first motion effect is the motion effect of the first particle moving from the spawn point toward the end point. The second motion effect is the motion effect of the second particle simulating the formation of a target pattern in the target area of ​​the display interface. The movement path of the first particle passes through the target area.

[0006] In response to a trigger command, a first particle and a second particle are obtained from the particle pool; the motion path corresponding to the first particle is obtained based on the spawn point of the first particle, and the first particle is controlled to move according to the motion path to form a first motion effect; wherein the spawn point is set with a path set, and the path set includes multiple motion paths; the second particle is controlled to simulate the formation of a target pattern in the target area of ​​the display interface, and the second particle is evenly distributed on the target pattern to form a second motion effect.

[0007] This application embodiment generates and displays a first motion effect and a second motion effect, which can form a dynamic energy field to clearly show that the VPA is currently processing a user's question. Therefore, it can accurately reflect the state of the VPA and can form a better interaction with the user.

[0008] In one embodiment, controlling the first particle to move along a motion path includes: Obtain the motion parameters of the first particle, including the rotation direction, helix angle, rotation control parameters, and phase shift of the first particle; The motion parameters of the first particle are used to control the first particle to move in a spiral motion from the birth point to the end point along the motion path.

[0009] In this embodiment of the application, by setting the motion parameters of the first particle, the entire motion process of the first particle can be controlled according to the motion parameters of the first particle, so that the first motion effect presents the effect of the first particle being emitted outward from its birth point and spreading outward while rotating.

[0010] In one embodiment, the spawn points include a first spawn point and a second spawn point, which are symmetrically arranged on both sides of the display interface. The method further includes: Control the first particle emitted from the first spawn point to spiral towards the region where the second spawn point is located; Control the first particle emitted from the second spawn point to spiral towards the region where the first spawn point is located.

[0011] This application sets a first spawn point and a second spawn point, so that the first animation effect can emit first particles from the upper and lower spawn points of the display interface respectively, and move towards the object position according to their respective motion paths.

[0012] In one embodiment, the method further includes: The movement progress of the first particle is detected, which represents the extent to which the first particle has moved from its birth point to its end point. The size of the first particle is controlled based on its movement progress.

[0013] The embodiments of this application control the size change of the first particle by the movement progress of the first particle, which can make the first particle present a life process from growth to death, making the first motion effect more intuitive.

[0014] In one embodiment, controlling the size change of the first particle based on the movement progress of the first particle includes: When the first particle's movement progress enters the first stage, the size of the first particle is controlled to increase as the movement progress increases; When the first particle's movement progresses from the first stage to the second stage, the size of the first particle remains unchanged; When the first particle's movement progresses from the second stage to the third stage, the size of the first particle is controlled to decrease as the movement progress increases.

[0015] This application embodiment demonstrates the animation effect of the first particle from birth to growth and then to extinction by controlling the size change of the first particle in different ways at different stages.

[0016] In one embodiment, the method further includes: As the first particle's movement progresses from the second stage to the third stage, the transparency of the first particle is controlled to change from opaque to transparent.

[0017] This embodiment of the application demonstrates the process of the first particle's demise by controlling the transparency of the first particle, making it more vivid and intuitive.

[0018] In one embodiment, controlling the second particle to simulate forming a target pattern within a target area of ​​the display interface includes: Obtain the wave effect parameters and radial jitter parameters of the second particle. The wave effect parameters include wave direction, wave speed, wave amplitude, and wave frequency. The radial jitter parameters include jitter amplitude, jitter frequency, and jitter speed. The second particle's motion is controlled based on its wave effect parameters and radial jitter parameters to create a second motion effect.

[0019] Secondly, embodiments of this application also provide a personal voice assistant image display device, the device comprising: The processing module is used to respond to a trigger command by acquiring a first particle and a second particle from the particle pool; obtaining the motion path corresponding to the first particle based on its spawn point, and controlling the first particle to move along the motion path to form a first motion effect; wherein the spawn point is provided with a path set, which includes multiple motion paths; and controlling the second particle to simulate forming a target pattern within the target area of ​​the display interface, with the second particle being evenly distributed on the target pattern to form a second motion effect; wherein the motion path of the first particle passes through the target area. The display module is used to showcase the first and second animation effects.

[0020] Thirdly, embodiments of this application also provide a vehicle, including a processor and a memory, wherein the memory stores a program or instructions that can run on the processor, and when the program or instructions are executed by the processor, they implement the steps of the personal voice assistant image display method as described in any of the above embodiments.

[0021] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program or computer-executable instructions, wherein when the computer program or computer-executable instructions are executed by a processor, the steps of the personal voice assistant image display method as described in any of the above embodiments are implemented.

[0022] Fifthly, embodiments of this application provide a computer program product, including a computer program or computer executable instructions, wherein when the computer program or computer executable instructions are executed by a processor, the steps of the image display method for a personal voice assistant as described in any of the above embodiments are implemented.

[0023] It should be understood that the above general description and the following detailed description are merely exemplary and explanatory, and are not intended to limit the technical solutions of this application. Attached Figure Description

[0024] Figure 1 This is a flowchart illustrating a method for displaying the image of a personal voice assistant according to an embodiment of this application; Figure 2 This is a flowchart illustrating a method for generating a second motion effect provided in an embodiment of this application; Figure 3 This is a schematic diagram of the trajectory of a first particle provided in an embodiment of this application; Figure 4 This is a schematic diagram of a strap provided in an embodiment of this application; Figure 5 This application provides a curve showing the relationship between particle size and movement progress. Figure 6 This is a schematic diagram of the visual effect formed by the combination of the first and second motion effects provided in the embodiments of this application; Figure 7 This is a logic block diagram of a personal voice assistant image display device provided in an embodiment of this application; Figure 8 This is a schematic diagram of the hardware structure of a vehicle provided in an embodiment of this application. Detailed Implementation

[0025] In order to gain a more detailed understanding of the features and technical content of the embodiments of this application, the implementation of the embodiments of this application will be described in detail below with reference to the accompanying drawings. The accompanying drawings are for reference and illustration only and are not intended to limit the embodiments of this application.

[0026] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing embodiments of this application only and is not intended to limit this application.

[0027] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0028] It should also be noted that the terms "first, second, and third" used in the embodiments of this application are only used to distinguish similar objects and do not represent a specific order of objects. It is understood that "first, second, and third" can be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.

[0029] Furthermore, the reference to "embodiment" herein means that a particular feature, structure, or characteristic described in connection with an embodiment may be included in at least one embodiment of this application. The appearance of this phrase in various places throughout the specification does not necessarily refer to the same embodiment, nor is it a separate or alternative embodiment mutually exclusive with other embodiments. It will be explicitly and implicitly understood by those skilled in the art that the embodiments described herein can be combined with other embodiments.

[0030] With the continuous development of intelligent vehicle technology, in-vehicle human-machine interface (HMI) is playing an increasingly important role in improving user experience. Among them, voice personal assistant (VPA), as one of the main interaction methods, directly affects the user's perception of the system and operating experience through its visual appearance.

[0031] In human-computer interaction, the visual feedback provided by the Visual Activated Panel (VPA) is typically a simple static icon, such as a spinning circle or a bouncing dot. For example, a user asks the VPA, "What's the weather like in Beijing today?" The VPA processes this question in the background, a process that often takes a few seconds. While the user waits, the VPA usually displays a simple spinning circle on the screen. However, this simple icon makes it difficult for the user to intuitively determine the VPA's current status, potentially leading to various questions such as: Is it working? Is it stuck? Should I ask again? Because the visual representation of VPA is relatively simple, it is difficult to accurately reflect the current working status of VPA, which causes confusion for users.

[0032] Traditional VPA (Virtual Personal Avatar) character display methods suffer from the following problems: 1. Unclear status expression, making it difficult for users to intuitively understand the content conveyed by the VPA character. 2. Monotonous effects, lacking a sense of hierarchy. 3. Lack of vividness, with mechanical animations that fail to convey vitality.

[0033] To address the aforementioned technical problems, this application provides a method for visually displaying a personal voice assistant (VPA). The method includes: in response to a trigger command, generating and displaying a first animation effect and a second animation effect. The first animation effect is a motion of a first particle approaching an end point from its birth point, and the second animation effect is a motion of a second particle simulating the formation of a target pattern within a target area of ​​the display interface. The movement path of the first particle passes through the target area. The combination of these two animation effects creates a dynamic energy field, clearly demonstrating that the VPA is currently processing a user's question, thus accurately reflecting the VPA's state and enabling better interaction with the user.

[0034] The technical solution of this application and how the technical solution of this application solves the above-mentioned technical problems are described in detail below with specific embodiments. These specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described again in some embodiments. The embodiments of this application will now be described with reference to the accompanying drawings.

[0035] In this embodiment, the processing steps of the personal voice assistant (VPA) image display method can be implemented by a vehicle, specifically by a processor installed on the vehicle or by a processor corresponding to the in-vehicle system. The processor in question houses the personal voice assistant. Furthermore, the vehicle includes a display device for displaying the VPA image.

[0036] Please refer to Figure 1 , Figure 1 This is a flowchart illustrating a method for displaying the image of a personal voice assistant according to an embodiment of this application. The following description uses an in-vehicle system as the executing entity to illustrate this method. For simplicity, the personal voice assistant will be referred to as VPA below. Figure 1 As shown, the method may include steps 101 to 103.

[0037] Step 101: In response to the trigger command, generate the first motion effect, which is the motion effect of the first particle moving from the spawn point toward the end point.

[0038] Here, the trigger command refers to the command that triggers the display of the animation. In this embodiment, the vehicle system can obtain user questions through the application programming interface (API) corresponding to the VPA service, generate a trigger command upon receiving the user question, and respond to the trigger command.

[0039] In this embodiment, the first particle is a three-dimensional particle unit obtained from a pre-created particle pool. The particle pool includes multiple three-dimensional particle units, and the three-dimensional particle unit used to generate the first motion effect is defined as the first particle.

[0040] In this embodiment of the application, the birth point and the end point can be pre-specified location points in the display interface.

[0041] In one implementation, there can be multiple spawn points and one endpoint. The positions of these multiple spawn points can be random. That is, the first particle can be emitted outward from multiple spawn points and move towards the region corresponding to the same endpoint.

[0042] In one implementation, there are multiple spawn points and multiple end points. The spawn points and end points are set in pairs. That is, the first particle is emitted outward from the spawn point and moves toward the region where the end point corresponding to the spawn point is located.

[0043] In another implementation, the spawn points include a first spawn point and a second spawn point, which are symmetrically positioned on opposite sides of the display interface. It is possible to control the spiral motion of a first particle emitted from the first spawn point toward the area where the second spawn point is located, and to control the spiral motion of a second particle emitted from the second spawn point toward the area where the first spawn point is located.

[0044] In some embodiments, the first spawn point is the upper spawn point, and the second spawn point is the lower spawn point. Thus, the first animation can be the emission of first particles from the upper and lower spawn points on the display interface, which then move toward the object's location according to their respective motion paths.

[0045] The motion process of the first particle in the embodiments of this application will be described below.

[0046] In one implementation, a set of paths can be pre-defined for the spawn point, including various motion paths. The first particle spawned from this spawn point can obtain the corresponding motion path from the set of paths, thereby enabling control over the first particle to move along the corresponding path.

[0047] In cases where there are multiple spawn points, each spawn point has a set of paths, and the path sets of each spawn point include different movement paths.

[0048] Each first particle can determine its corresponding motion path from the path set according to its birth order. For example, the first particle born can use the first motion trajectory in the path set as its own motion path, the second particle born can use the second motion trajectory in the path set as its own motion path, and so on.

[0049] For example, if the path set includes 3 movement paths, then the first particle born in the third stage can use the third movement trajectory in the path set as its own movement path. The first particle born in the fourth stage will repeatedly traverse the path set, that is, use the first movement trajectory in the path set as its own movement path, and so on.

[0050] In one implementation, the motion parameters of the first particle can be obtained, including the first particle's motion path, rotation direction, spiral angle, rotation control parameters, and phase offset; the first particle is controlled to spiral from the birth point to the end point based on the motion parameters of the first particle.

[0051] The motion path represents the spatial route traversed by the first particle from its spawn point to its destination. The rotation direction indicates the direction of rotation of the first particle along the motion path; rotation can be clockwise or counterclockwise. The helix angle characterizes the rotation angle of the first particle. Rotation control parameters are used to control the rotation process of the first particle; for example, controlling the rotation speed to be faster near the spawn point and slower near the destination point, thus creating an outward diffusion effect. Phase shift characterizes the phase deviation of different particles in space; phase shift allows for the spatial differentiation of different first particles.

[0052] In this embodiment, the entire motion process of the first particle can be controlled according to the motion parameters of the first particle, so that the first motion effect presents the effect of the first particle being emitted outward from its birth point and spreading outward while rotating.

[0053] Based on the above embodiments, in this embodiment of the application, during the spiral motion of the first particle, the motion trajectories of multiple first particles are supported to present a ribbon-like interweaving. The number of motion trajectories can be 1-8, and a fixed angular offset is set between the motion trajectories. The angular offset value is, for example, 2π / number of motion trajectories.

[0054] In this embodiment of the application, the motion trajectories can also be numbered, wherein the motion trajectories with odd-numbered indices form mirror images of the motion trajectories with even-numbered indices, thereby presenting a visual effect of intertwined motion trajectories.

[0055] Based on the above embodiments, in this embodiment of the application, after the first particle reaches the end point from the spawn point, the first particle will disappear in the area where the end point is located, and will be emitted outward from the spawn point again.

[0056] The system can detect the movement progress of the first particle, which represents the degree of movement of the first particle from its spawn point to its destination point. For example, the spawn point can be represented by 0, the destination point by 1, and the position between them can be represented by a decimal between 0 and 1. When the movement progress of the first particle approaches 1, it means that the first particle is about to reach the destination point. When the movement progress of the first particle reaches 1, it automatically resets to 0, at which point the first particle disappears from the area where the destination point is located and is launched outwards from the spawn point again.

[0057] Based on the above embodiments, in the embodiments of this application, the size of the first particle changes after it reaches the end point from the birth point.

[0058] This involves detecting the movement progress of the first particle, which represents the degree of movement of the first particle from its spawn point to its end point. For example, the spawn point can be represented by 0, the end point by 1, and the position in between can be represented by a decimal between 0 and 1. The size of the first particle is controlled based on its movement progress.

[0059] In one implementation, when the first particle's movement progress enters the first stage, the size of the first particle is controlled to increase as the movement progress increases; when the first particle's movement progress enters the second stage, the size of the first particle remains unchanged; when the first particle's movement progress enters the third stage, the size of the first particle is controlled to decrease as the movement progress increases.

[0060] In this embodiment of the application, the size of the first particle at birth is smaller than normal. For example, at birth, the size of the first particle is 15% of the normal size.

[0061] When the first particle moves from the first stage to the second stage, its size can be considered to have reached a normal size. In the second stage, the first particle maintains its normal size without change.

[0062] In this embodiment of the application, when the first particle enters the third stage from the second stage, it means that the first particle is getting closer and closer to the region where the end point is located. In this case, the first particle can gradually decrease in size until it becomes invisible.

[0063] In this embodiment, the size of the first particle is controlled by the movement progress of the first particle, demonstrating the animation effect of the first particle from birth to growth and then to extinction.

[0064] Based on the above embodiments, in this application embodiment, on the one hand, the disappearance process of the first particle can be displayed by controlling the size of the first particle. On the other hand, the disappearance process of the first particle can also be displayed by incorporating a fade-in method.

[0065] In one implementation, as the first particle moves from its birth point toward its end point, its transparency can be controlled to gradually change from opaque to transparent.

[0066] In one implementation, when the movement progress of the first particle exceeds a preset value, the transparency of the first particle can be controlled to gradually change from opaque to transparent.

[0067] In one implementation, as the first particle's movement progresses from the second stage to the third stage, the transparency of the first particle is controlled to gradually change from opaque to transparent.

[0068] In one implementation, when the movement progress of the first particle enters the first stage, the color saturation of the first particle is controlled to increase; when the movement progress of the first particle moves from the first stage to the second stage, the color saturation of the first particle remains unchanged; when the movement progress of the first particle moves from the second stage to the third stage, the color saturation of the first particle is controlled to gradually decrease until it becomes transparent.

[0069] This embodiment of the application demonstrates the process of the first particle's demise by controlling the transparency of the first particle, making it more vivid and intuitive.

[0070] Step 102: In response to the trigger command, generate a second motion effect, which is a motion effect in which the second particle simulates the formation of a target pattern in the target area of ​​the display interface.

[0071] In this embodiment, the second particle is a three-dimensional particle unit obtained from a pre-created particle pool. The particle pool includes multiple three-dimensional particle units, and the three-dimensional particle unit used to generate the second motion effect is defined as the second particle.

[0072] The target area is, for example, the central area of ​​the display interface, and the target pattern is, for example, a circular pattern or a user-defined personalized pattern. It should be noted that, in this embodiment, the user can customize the target pattern via an API interface before the response is triggered.

[0073] Please refer to Figure 2 , Figure 2 This is a flowchart illustrating a method for generating a second motion effect according to an embodiment of this application. The method includes: Step 201: Control the second particles to be evenly distributed to form the target pattern in the display interface.

[0074] Taking a circular pattern as an example, the second particles can be controlled to be evenly distributed on the circle, forming a particle ring. During this process, the initial position of each second particle on the particle ring can be obtained.

[0075] Step 202: Obtain the wave effect parameters and radial jitter parameters of the second particle.

[0076] The fluctuation effect parameters include fluctuation direction, fluctuation speed, fluctuation amplitude, and fluctuation frequency, while the radial jitter parameters include jitter amplitude, jitter frequency, and jitter speed.

[0077] Step 203: Control the movement of the second particle according to the wave effect parameters and radial jitter parameters of the second particle to form the second motion effect.

[0078] In this embodiment, the motion of the second particle can be controlled by combining its initial position on the particle ring, as well as its wave effect parameters and radial jitter parameters, to form a second motion effect. The motion of the second particle includes wave motion and radial jitter.

[0079] In one implementation, the radial jitter of the second particle can be controlled according to a sine wave function.

[0080] Step 103: Combine the first and second animation effects to generate and display the VPA image.

[0081] In this embodiment, the first and second motion effects can be combined to form the VPA avatar. This allows the VPA avatar to present a dynamic energy field, clearly demonstrating that the VPA is currently processing a user's question, thus accurately reflecting the VPA's state and enabling better interaction with the user.

[0082] The following describes the method for visually displaying a personal voice assistant provided in the embodiments of this application, in conjunction with practical applications.

[0083] This application also provides a personal voice assistant image display system, which includes a particle pool system and a particle motion system. The particle pool system manages the creation, reuse, and elimination of entities corresponding to three-dimensional particle units. The particle motion system manages the position, size, and motion pattern of the three-dimensional particle units.

[0084] In one implementation, a particle pool system can be used to create multiple 3D particle units, such as 200-faceted 3D cubes. The number of 3D particle units can be determined based on requirements and vehicle hardware capabilities, for example, 3000 3D particle units. Then, based on an Entity-Component-System (ECS) architecture, entities corresponding to each 3D particle unit are created, and entity identifiers are configured for each entity, with the necessary components attached to these identifiers. Different component types represent different attributes of the 3D particle unit entity. A particle motion system is then created, comprising multiple functional subsystems. Different functional subsystems correspond to different behavior modes of the 3D particle units, and each subsystem executes logical functions on entities containing specific components to control the 3D particle units to achieve preset movements. Each functional subsystem corresponds to a different specific component. For example, some functional subsystems correspond to rotation components, some to rendering components, and some to components that control entity size.

[0085] In this embodiment, the motion of the first particle and the second particle are both achieved by the functional subsystems controlling the corresponding components based on the motion parameters of the first particle or the second particle.

[0086] In this embodiment of the application, the process of visually displaying a personal voice assistant includes the following: The first step is to obtain three-dimensional particle units.

[0087] In this embodiment, the vehicle system can pre-create a certain number of entities corresponding to three-dimensional particle units to form a particle pool. For example, the particle pool contains 3,000 three-dimensional particle units. When creating the particle pool, initial identity information is determined for each three-dimensional particle unit, including the unit's identifier, initial position, and rendering parameters.

[0088] Upon receiving a trigger command, the vehicle system can retrieve entities corresponding to multiple three-dimensional particle units from the particle pool and control these entities to display the image of a personal voice assistant. In this embodiment, the three-dimensional particle units retrieved by the vehicle system from the particle pool are divided into two types: one defined as a first particle and the other as a second particle. The first particle is used to generate a first motion effect, and the second particle is used to generate a second motion effect.

[0089] For example, there are 400 first particles, which can be used to create a first motion effect of particles being emitted outward. There are 200 second particles, which can be used to create a second motion effect of a rotating particle ring.

[0090] The second step is to control the generation of the first particle and display the first motion effect.

[0091] In this embodiment of the application, the position point where the first particle is emitted outward from the display interface is defined as the spawn point. In this embodiment of the application, the spawn point is located in the target area of ​​the display interface.

[0092] In this embodiment, the first particle can have multiple birth points, which can be distributed across different target areas of the display interface. In other words, the first particle can be born and emitted outwards from multiple locations on the display interface.

[0093] In this embodiment, two spawn points can be set: an upper spawn point and a lower spawn point. The upper spawn point is located slightly above the screen, for example, at a Y-coordinate of 214.5; the lower spawn point is located slightly below the screen, for example, at a Y-coordinate of 145.5.

[0094] Each first particle is assigned to one of the spawn points and is emitted outwards from that spawn point. The first particle triggered from the upper spawn point moves downwards, and the first particle triggered from the lower spawn point moves upwards.

[0095] In one implementation, the first particle originating from the upper spawn point moves toward the lower spawn point, and the first particle originating from the lower spawn point moves toward the upper spawn point.

[0096] In this embodiment of the application, after the first particle moves from the spawn point to the end point, it disappears at the end point and returns to the spawn point. This cycle repeats, thus presenting the dynamic effect of continuously emitting the first particle from the spawn point.

[0097] This application proposes a time-based cyclic progress algorithm to cyclically control the birth-movement-disappearance-rebirth of the first particle. The cyclic progress can be represented by a number between 0 and 1, characterizing the displacement of the first particle after it is launched from the birth point. 0 represents the birth point, and 1 represents the end point. As the displacement of the first particle increases, the cyclic progress continuously increases. When the first particle reaches the end point (1), the cyclic progress automatically jumps to 0, and it is launched again from the birth point.

[0098] In some embodiments, a time-based cycle progress can be calculated, with the cycle progress using the frac() function to take the decimal part, so that the progress value never exceeds the range of 0 to 1, and the first particle never flies out of the specified range.

[0099] The displacement of the first particle is calculated based on the cycle progress.

[0100] Check if a loop is triggered. If the loop progress of the first particle is close to 1, then the loop is triggered, the first particle reaches the end point 1, and jumps to 0.

[0101] In this embodiment of the application, a fade-in effect can also be triggered. That is, as the loop progress of the first particle increases, the rendering of the first particle can change from opaque to transparent. In this way, when the first particle reaches the end point 1, the first particle can disappear in a transparent manner.

[0102] In this embodiment of the application, after the first particle is emitted from the spawn point, it does not fly straight out, but rotates while flying, forming a spiral motion path.

[0103] In this embodiment, multiple motion paths can be set, and these motion paths are ribbon-shaped. For example, if two motion trajectories are set, one path rotates clockwise and the other path rotates counterclockwise, then the two motion trajectories can be intertwined.

[0104] For example, four motion trajectories can be set, which will present four intertwined motion trajectories. In this embodiment, there is no limit to the number of paths, and usually two to eight intertwined motion trajectories can be set.

[0105] 1. Calculate path information and rotation angle. For example, set 8 motion trajectories corresponding to the upper spawn point and 8 motion trajectories corresponding to the lower spawn point, for a total of 16 motion trajectories. The 8 motion trajectories corresponding to the upper spawn point form the path set corresponding to the upper spawn point, and the 8 motion trajectories corresponding to the lower spawn point form the path set corresponding to the lower spawn point. In this embodiment, an index is created for each motion trajectory. For the 8 motion trajectories, the index number can be represented by, for example, 0-7.

[0106] 2. Calculate the direction. For example, if the trajectory index is even, the first particle corresponding to that trajectory rotates to the right; if the trajectory index is odd, the first particle corresponding to that trajectory rotates to the left. Alternatively, you can set the rotation direction for even-numbered indices, with odd-numbered indices serving as mirror images of even-numbered indices.

[0107] 3. Calculate the helix angle. The helix angle is the angle of rotation when the first particle is emitted.

[0108] 4. Set rotation easing. The rotation speed is faster near the spawn point and slower near the end point.

[0109] 5. Add a phase offset for each index, so that the spirals of different indices are spatially separated.

[0110] The first particle emitted from the upper spawn point is 180 degrees out of phase with the first particle emitted from the lower spawn point.

[0111] 6. Determine the final helix angle. The final helix angle is determined based on the initial tangent angle, the dynamic adjustment of the helix, the global rotation angle, and the phase offset.

[0112] Please refer to Figure 3 , Figure 3 This is a schematic diagram of the motion trajectory of a first particle provided in an embodiment of this application. The first particle moves upward from the birth point P. The three first particles (particle 1, particle 2, and particle 3) have a phase difference of 120° and move upward in a spiral. The rotation speed is faster when it is close to the birth point and slower when it is close to the end point.

[0113] Based on the above embodiments, this application also proposes that the first particle is not just a single line, but multiple first particles distributed on a band with a certain width.

[0114] The implementation process of the strap includes: 1. Calculate the straight-line distance from the spawn point to the current position of the first particle.

[0115] 2. Use diffusion curves. Specifically, use configurable curve powers in the diffusion curves.

[0116] 3. Calculate the band width gradient. Determine the band width gradient based on the straight-line distance and diffusion curve. Specifically, maintain the minimum width in the initial stage of the spiral, and gradually increase the width from the initial stage onwards. Use a power function to make the width increase faster in the initial stage of the spiral, achieving a smooth transition from the minimum width to the maximum width.

[0117] 4. Calculate band offset. Band offset can spatially separate multiple motion trajectories.

[0118] 5. Use density to adjust the distribution of the bands. The density parameter is used to adjust the spacing of multiple motion trajectories within the bands.

[0119] 6. Add additional random scatter 7. Apply an offset in the radial direction, which is perpendicular to the helix. Random scattering can also be added in the radial direction.

[0120] Please refer to Figure 4 , Figure 4 This is a schematic diagram of a strap provided in an embodiment of this application. Figure 4 (a) in the diagram illustrates the rendering effect of a single line (motion trajectory (single line)). Figure 4 (b) in the diagram also shows a schematic diagram of the banding effect presented by multiple motion trajectories, in which multiple motion trajectories can form a banding effect.

[0121] Based on the above embodiments, this application further proposes that as the first particle spirals from its birth point toward its ending point, the size of the first particle itself also changes. Specifically, when the first particle is born from the birth point, its size is 15% of its normal size. As the first particle moves further away from the birth point, its size gradually increases until it reaches its normal size. The process of achieving this effect includes: Please refer to Figure 5 , Figure 5 This application provides a curve showing the relationship between particle size and movement progress. The horizontal axis represents movement progress, with 0 representing the spawn point and 1 representing the furthest endpoint. The length between 0 and 1 represents the total distance traveled. 0.2 indicates that the movement progress has reached 20% of the total distance traveled, 0.4 indicates 40%, 0.6 indicates 60%, and 0.8 indicates 80%. The vertical axis represents particle size, with 1 representing normal size, 0.2 representing 20% ​​of normal size, 0.4 representing 40%, 0.6 representing 60%, and 0.8 representing 80%. The first particle, when spawned from the spawn point, can be approximately 15% of its normal size.

[0122] In this system, the size of the first particle at the spawn point is set to 15% of its normal size. When the movement progress falls into the first stage, the movement progress and the size of the first particle are positively correlated; the greater the movement progress, the larger the size of the first particle, until the first particle reaches its normal size. At this point, the movement progress transitions from the first stage to the second stage, where the size of the first particle remains constant. When the movement progress transitions from the second stage to the third stage, the movement progress and the size of the first particle are negatively correlated; the greater the movement progress, the smaller the size of the first particle, until it disappears.

[0123] In this embodiment, the smoothstep function can also be used to control the size of the first particle to change slowly at the beginning and end, and more rapidly in the middle, making the size change of the first particle smoother. In this embodiment, when the movement progress enters the third stage, the rendering of the first particle gradually changes from opaque to transparent.

[0124] The third step is to control the generation of the second particle and display the second motion effect.

[0125] In this embodiment, for example, there are 200 second particles, which are evenly distributed on a ring to form a particle ring. In this embodiment, the second particles in the particle ring rotate on the ring and move radially, forming a ripple effect.

[0126] The process of generating and displaying the second animation includes: 1. Update the particle ring angle to control the clockwise rotation of the second particle within the ring. 2. Obtain the initial position of each second particle, where each particle is uniformly and fixedly distributed on the particle ring. 3. Set the difference between the inner and outer radii of the particle ring, for example, the default is 10. 4. Set the wave effect parameters, including wave direction, wave speed, wave amplitude, and wave frequency. 5. Set the radial jitter parameters, including jitter amplitude, jitter frequency, and jitter speed. 6. Control the combined wave, including circumferential wave and radial jitter along the particle ring. 7. Set the orientation of the particle ring, displaying it along the XY direction within the display interface, with slight variations on the Z-axis facing the plane to form the thickness of the particle ring.

[0127] Based on the above embodiments, please refer to Table 1, which shows the parameters required to achieve the above-mentioned motion effects in the embodiments of this application.

[0128] Table 1

[0129] Please refer to Figure 6 , Figure 6 This is a schematic diagram of the visual effect formed by the combination of the first and second motion effects provided in the embodiments of this application. Figure 6 In the process, the first particle is emitted outward from both the upper spawn point P2 and the lower spawn point P1, exhibiting the first dynamic effect. Among these, such as... Figure 6 As shown by the solid spiral line, the first particle is emitted upwards from the lower birth point P1, as... Figure 6 As shown by the spiral dotted lines, the first particle is also emitted downwards from its upper spawn point P2. The second particle appears as a particle ring in the central area of ​​the display interface, creating a second motion effect, as shown below. Figure 6 As shown by the dashed circle in the middle.

[0130] The VPA (Voice Assistant) avatar displayed by the personal voice assistant avatar display method provided in this application embodiment has the following advantages: The status is clear and can intuitively express the VPA's status in processing user inquiries, avoiding misunderstandings for users.

[0131] The visuals are rich, and the combination of the first and second motion effects creates a multi-layered visual effect.

[0132] The flow is smooth and natural, controlling the three-dimensional particle units from small to large and from existence to non-existence through a smooth transition.

[0133] Vivid and dynamic, with multiple motion paths intertwined and particle rings undulating, the VPA's image is even more vivid and dynamic.

[0134] It is performance-friendly. By pre-building a particle pool, multiple three-dimensional particle units are pre-built in the particle pool. When responding to a trigger command, it is only necessary to call the existing three-dimensional particle units from the particle pool, which saves computing resources and does not cause lag.

[0135] It should be understood that the steps in the aforementioned accompanying drawings are not necessarily performed in the order indicated in the drawings. Unless otherwise expressly stated herein, there is no strict order restriction on the execution of these steps, and they may be performed in other orders. Moreover, at least some of the steps in these drawings may include multiple sub-steps or multiple stages, which are not necessarily completed at the same time, but may be executed at different times, and the execution order of these sub-steps or stages is not necessarily sequential, but may be performed alternately or in turn with other steps or at least a portion of the sub-steps or stages of other steps.

[0136] In another embodiment of this application, a display device for a personal voice assistant is provided; please refer to [reference needed]. Figure 7 , Figure 7 This is a logic block diagram of a personal voice assistant image display device provided in an embodiment of this application. The personal voice assistant image display device 700 may include: a processing module 701 and a display module 702, wherein: The processing module 701 is used to generate a first motion effect and a second motion effect in response to a trigger command. The first motion effect is the motion effect of the first particle moving from the birth point toward the end point. The second motion effect is the motion effect of the second particle simulating the formation of a target pattern in the target area of ​​the display interface. The movement path of the first particle passes through the target area. Display module 702 is used to display the first and second animation effects.

[0137] Based on the above embodiments, the processing module 701 is specifically used for: Obtain the motion parameters of the first particle, including the motion path, rotation direction, helix angle, rotation control parameters, and phase offset of the first particle; The motion parameters of the first particle are used to control the spiral motion of the first particle from the birth point toward the end point.

[0138] Based on the above embodiments, the spawning point includes a first spawning point and a second spawning point, and the processing module 701 is specifically used for: Control the first particle emitted from the first spawn point to spiral towards the region where the second spawn point is located; Control the first particle emitted from the second spawn point to spiral towards the region where the first spawn point is located.

[0139] Based on the above embodiments, the processing module 701 is specifically used for: The movement progress of the first particle is detected, which represents the extent to which the first particle has moved from its birth point to its end point. The size of the first particle is controlled based on its movement progress.

[0140] Based on the above embodiments, the processing module 701 is specifically used for: When the first particle's movement progress enters the first stage, the size of the first particle is controlled to increase as the movement progress increases; When the first particle's movement progresses from the first stage to the second stage, the size of the first particle remains unchanged; When the first particle's movement progresses from the second stage to the third stage, the size of the first particle is controlled to decrease as the movement progress increases.

[0141] Based on the above embodiments, the processing module 701 is specifically used for: As the first particle's movement progresses from the second stage to the third stage, the transparency of the first particle is controlled to change from opaque to transparent.

[0142] Based on the above embodiments, the processing module 701 is specifically used for: Control the uniform distribution of the second particles to form the target pattern in the display interface; Obtain the wave effect parameters and radial jitter parameters of the second particle. The wave effect parameters include wave direction, wave speed, wave amplitude, and wave frequency. The radial jitter parameters include jitter amplitude, jitter frequency, and jitter speed. The second particle's motion is controlled based on its wave effect parameters and radial jitter parameters to create a second motion effect.

[0143] The modules in the aforementioned personal voice assistant display device can be implemented entirely or partially through software, hardware, or a combination thereof. These modules can be embedded in the vehicle's processor in hardware form or stored in the vehicle's memory in software form, so that the processor can call and execute the corresponding operations of each module.

[0144] In yet another embodiment of this application, please refer to Figure 8 , Figure 8 This is a schematic diagram of the hardware structure of a vehicle provided in an embodiment of this application. The vehicle may include a communication interface 801, a memory 802, and a processor 803; the various components are coupled together through a bus system 804. It is understood that the bus system 804 is used to realize the connection and communication between these components. In addition to a data bus, the bus system 804 also includes a power bus, a control bus, and a status signal bus. However, for clarity, in... Figure 8The general labeled all buses as Bus System 804.

[0145] In this embodiment, the communication interface 801 is used to send and receive information with other external devices; the memory 802 is used to store computer programs that can run on the processor 803; the processor 803 is used to execute the steps of the personal voice assistant image display method described in any of the foregoing embodiments when running the computer program.

[0146] It is understood that the memory 802 in this embodiment can be volatile memory or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory can be read-only memory (ROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), or flash memory. The volatile memory can be random access memory (RAM), which is used as an external cache. By way of example, but not limitation, many forms of RAM are available, such as Static Random Access Memory (SRAM), Dynamic Random Access Memory (DRAM), Synchronous DRAM (SDRAM), Double Data Rate Synchronous DRAM (DDRSDRAM), Enhanced Synchronous DRAM (ESDRAM), Synchronous Link DRAM (SLDRAM), and Direct Rambus RAM (DRRAM). The memory 802 of the systems and methods described herein is intended to include, but is not limited to, these and any other suitable types of memory.

[0147] The processor 803 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 the processor 803 or by software instructions. The processor 803 can be a general-purpose processor, 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 application. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this application can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software modules can be located 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. This storage medium is located in memory 802, and the processor 803 reads the information in memory 802 and, in conjunction with its hardware, completes the steps of the above method.

[0148] It is also understood that the embodiments described herein can be implemented in hardware, software, firmware, middleware, microcode, or a combination thereof. For hardware implementation, the processing unit can be implemented in one or more application-specific integrated circuits (ASICs), digital signal processors (DSPs), digital signal processing devices (DSPDs), programmable logic devices (PLDs), field-programmable gate arrays (FPGAs), general-purpose processors, controllers, microcontrollers, microprocessors, other electronic units for performing the functions described herein, or combinations thereof.

[0149] For software implementation, the techniques described herein can be implemented through modules (e.g., procedures, functions, etc.) that perform the functions described herein. Software code can be stored in memory and executed by a processor. The memory can be implemented in the processor or externally. Wherein, if implemented as a software functional module and not sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solutions of the embodiments of this application, in essence, or the part that contributes to the prior art, or all or part 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.) or processor to execute all or part of the steps of the methods described in the embodiments of this application. 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.

[0150] In another embodiment of this application, a computer-readable storage medium is provided, on which a computer program is stored, which, when executed by a processor, implements the steps of the personal voice assistant image display method described in the foregoing embodiments.

[0151] In another embodiment of this application, a computer program product is also provided, including a computer program or instructions that, when executed by a processor, implement the steps of the personal voice assistant image display method as described in the foregoing embodiments.

[0152] Those skilled in the art will understand that embodiments of this application can be provided as methods, apparatus, devices, or computer program products. Therefore, this application can take the form of hardware embodiments, software embodiments, or embodiments combining software and hardware aspects. Furthermore, this application can take the form of a computer program product embodied on one or more computer-usable storage media (including but not limited to disk storage and optical storage) containing computer-usable program code.

[0153] It should be noted that, in this application, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes that element.

[0154] The sequence numbers of the embodiments in this application are merely for descriptive purposes and do not represent the superiority or inferiority of the embodiments. The features disclosed in the several product embodiments provided in this application can be arbitrarily combined to obtain new product embodiments without conflict. Similarly, the features disclosed in the several method or device embodiments provided in this application can be arbitrarily combined to obtain new method or device embodiments without conflict. The above descriptions are merely specific implementations of this application, but the protection scope of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the technical scope disclosed in this application should be included within the protection scope of this application.

Claims

1. A method for displaying the image of a personal voice assistant, characterized in that, The method includes: In response to a trigger command, the first and second particles are retrieved from the particle pool; The motion path corresponding to the first particle is obtained based on the spawn point of the first particle, and the first particle is controlled to move according to the motion path to form a first motion effect; wherein, the spawn point is provided with a set of paths, and the set of paths includes multiple motion paths; The second particle is controlled to simulate the formation of a target pattern within the target area of ​​the display interface, and the second particle is evenly distributed on the target pattern to form a second motion effect; wherein the motion path of the first particle penetrates the target area.

2. The method according to claim 1, characterized in that, Controlling the first particle to move along the motion path includes: Obtain the motion parameters of the first particle, including the rotation direction, helix angle, rotation control parameters, and phase shift of the first particle; Based on the motion parameters of the first particle, the first particle is controlled to spiral from the birth point toward the ending point along the motion path.

3. The method according to claim 1, characterized in that, The spawn points include a first spawn point and a second spawn point, which are symmetrically arranged on both sides of the display interface. The method further includes: Control the first particle emitted from the first spawn point to spiral towards the region where the second spawn point is located; Control the first particle emitted from the second spawn point to spiral towards the region where the first spawn point is located.

4. The method according to claim 1, characterized in that, The method further includes: The movement progress of the first particle is detected, and the movement progress characterizes the degree of movement of the first particle from the birth point to the end point; The size of the first particle is controlled based on its movement progress.

5. The method according to claim 4, characterized in that, The step of controlling the size change of the first particle according to the movement progress of the first particle includes: When the first particle's movement progress enters the first stage, the size of the first particle is controlled to increase as the movement progress increases; When the movement progress of the first particle changes from the first stage to the second stage, the size of the first particle remains unchanged; When the movement progress of the first particle changes from the second stage to the third stage, the size of the first particle is controlled to decrease as the movement progress increases.

6. The method according to claim 5, characterized in that, The method further includes: When the movement progress of the first particle changes from the second stage to the third stage, the transparency of the first particle is controlled to change from opaque to transparent.

7. The method according to claim 1, characterized in that, The control of the second particle to simulate the formation of a target pattern within the target area of ​​the display interface includes: The wave effect parameters and radial jitter parameters of the second particle are obtained. The wave effect parameters include wave direction, wave speed, wave amplitude, and wave frequency. The radial jitter parameters include jitter amplitude, jitter frequency, and jitter speed. The movement of the second particle is controlled according to the wave effect parameters and radial jitter parameters of the second particle to form the second motion effect.

8. A personal voice assistant image display device, characterized in that, The device includes: A processing module is configured to, in response to a trigger command, acquire a first particle and a second particle from a particle pool; obtain the motion path corresponding to the first particle based on its spawn point, and control the first particle to move along the motion path to form a first motion effect; wherein the spawn point is provided with a path set, the path set including multiple motion paths; and control the second particle to simulate forming a target pattern within a target area of ​​the display interface, and the second particle is evenly distributed on the target pattern to form a second motion effect; wherein the motion path of the first particle passes through the target area. The display module is used to display the first animation effect and the second animation effect.

9. A vehicle, characterized in that, It includes a processor and a memory, the memory storing programs or instructions that can run on the processor, the programs or instructions being executed by the processor to implement the steps of the image display method for a personal voice assistant as described in any one of claims 1 to 7.

10. A type of computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program or computer-executable instructions, which, when executed by a processor, implement the steps of the image display method for a personal voice assistant as described in any one of claims 1 to 7.