A payment trigger management and standby recovery system based on a body-sensing game device
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- 上海屏云科技有限公司
- Filing Date
- 2026-04-29
- Publication Date
- 2026-08-04
AI Technical Summary
这些设备在日常运营中频繁被玩家使用,不可避免地发生跌落、碰撞、按压磨损等情况
本发明通过设置输入映射控制器与映射状态存储区的协同机制,实现了体验时长用尽时游戏进度的即时保存与断点续玩,避免了传统方案中因强制中断导致的用户体验损失;安全监测与自适应降级模块通过对体感动作数据的实时分析,能够有效识别高风险操作并动态调整控制灵敏度,在保障设备安全的同时维持基础游戏体验;设备状态校准与手感补偿管理模块通过零偏补偿参数向量的自动计算与迭代更新,解决了多台设备因使用磨损导致的手感不一致问题,降低了门店运营中的人工校准成本;门店管理后台交互接口则赋予管理人员远程控制设备状态的能力,结合非易失性存储器中的映射状态存储,进一步提升了系统的运维可靠性与数据安全性。
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Figure CN122499480A_ABST
Abstract
Description
Technical Field
[0001] This invention belongs to the field of motion-sensing interactive gaming devices and intelligent store management technology, specifically relating to a payment trigger management and standby recovery system based on motion-sensing gaming devices. This invention relates to the operation control technology of motion-sensing gaming devices (such as motion-sensing guns, motion-sensing controllers, motion-sensing wearable devices, etc.) deployed in offline entertainment stores, shopping mall experience areas, and other scenarios. In particular, it provides a comprehensive solution for time management and breakpoint resume mechanisms under paid experience modes, real-time monitoring and adaptive protection of player operation behavior, and automatic calibration compensation for inconsistent feel caused by wear and tear among multiple devices of the same model. Background Technology
[0002] With the popularization of virtual reality (VR), augmented reality (AR), and motion-sensing interaction technologies, motion-sensing gaming devices deployed in offline stores such as shopping malls, arcades, and brand experience stores are increasing. These devices typically adopt a "paid experience" business model, where users purchase a certain amount of game time by scanning a QR code and must pay again to continue playing after the time is used up.
[0003] Typical motion-sensing gaming devices (such as motion-sensing guns and motion-sensing controllers) have built-in inertial measurement units (IMUs), including sensors such as accelerometers and gyroscopes, to collect users' body movement data in real time and map it into in-game control commands (such as aiming direction, firing trigger, and moving the viewpoint), thereby achieving an immersive human-computer interaction experience.
[0004] In existing solutions, when a player's playtime expires, the usual methods are to directly interrupt the game, force quit, or display a payment QR code. Sudden interruptions may result in the player's current game progress (such as level progress, score, item status, etc.) not being saved in time, requiring a restart upon renewal, severely impacting user experience and willingness to renew. Furthermore, the lack of atomic synchronization between the payment interface pop-up and the game pause may lead to situations where the payment interface appears but the game is still running, or where player misoperation results in character death or mission failure.
[0005] Stores typically deploy multiple motion-sensing guns or controllers of the same model. These devices are frequently used by players during daily operations, inevitably resulting in drops, collisions, and wear and tear from pressure. Over time, the mechanical structure and electrical characteristics of the device's built-in IMU sensor will change, leading to zero-bias drift, where the sensor still outputs non-zero angular velocity or acceleration values even when the device is physically stationary. Summary of the Invention
[0006] To address the aforementioned problems in the existing technology, this invention provides a payment trigger management and standby recovery system based on motion-sensing gaming devices. The objective of this invention can be achieved through the following technical solutions: A payment trigger management and standby recovery system based on a motion-sensing gaming device, wherein the motion-sensing gaming device is a motion-sensing device deployed in offline stores, and the motion-sensing device is communicatively connected to a game terminal running a motion-sensing game, comprising: The input mapping controller is used to work in conjunction with the game control logic, pausing or resuming the mapping output based on the received control signals; The mapped state storage area is used to buffer and store game progress state data corresponding to the current running state; The event trigger detection and standby control module is used to activate the timing function in response to the payment success signal and calculate the remaining experience time in real time. When the remaining experience time is detected to be used up, a standby signal and a payment trigger signal are generated. The payment initiation controller is connected to a third-party payment server and is used to send a payment interface initiation command to the game terminal according to the payment trigger signal, and simultaneously send the standby signal to the input mapping controller to pause the mapping output. The payment status receiving interface is used to receive payment result status data returned by the third-party payment service. The experience recovery management controller is used to control the input mapping controller to restore the mapping output and load the game progress status data in the mapping status storage area according to the payment result status data indicating payment completion and the user's continued experience selection instruction, while resetting the timer status of the event trigger detection and standby control module.
[0007] Specifically, the input mapping controller is used for: Real-time acquisition of raw motion data sequences output from the data acquisition port of the motion-sensing gaming device; When the standby signal is not received, the original motion data sequence is converted into game control commands according to a preset mapping rule and output to the game control logic; Upon receiving the standby signal, the conversion and output process is interrupted, and the current game progress status data is written to the mapping status storage area.
[0008] Furthermore, it also includes: a security monitoring and adaptive degradation module; The security monitoring and adaptive degradation module is communicatively connected to the input mapping controller and the data acquisition port of the motion-sensing gaming device, respectively, and is configured for: From the real-time haptic motion data stream acquired from the data acquisition port, the peak instantaneous angular acceleration parameter and the continuous motion frequency parameter within a preset time sliding window are continuously extracted. The instantaneous angular acceleration peak value is compared with a preset first safety threshold, and the continuous action frequency is compared with a preset second safety threshold; In response to the dual determination results that the instantaneous angular acceleration peak exceeds the first safety threshold and the continuous action frequency exceeds the second safety threshold, the current operation state is determined to be a high-risk operation mode; Based on the identified high-risk operation mode, a degradation mapping control signal is generated and sent to the input mapping controller.
[0009] Furthermore, the input mapping controller is further configured to: In response to receiving the downgrade mapping control signal, a preset amplitude compression processing algorithm is executed on the subsequently received original motion motion data sequence to reduce the response amplitude of the motion motion data mapped to the in-game control sensitivity. The amplitude compression processing algorithm is configured to reduce sudden changes in game perspective or control overshoot caused by violent movements, without completely blocking the mapping of the motion data to the game control logic.
[0010] Furthermore, the security monitoring and adaptive degradation module is also connected to the experience recovery management controller; The security monitoring and adaptive degradation module is further configured to: when the high-risk operation mode is determined, trigger the experience recovery management controller to send a security prompt rendering instruction to the game terminal, so as to overlay and display a preset security prompt graphical interface on the game screen; The input mapping controller is further configured to: continuously maintain the degraded mapping state of the amplitude compression processing during the high-risk operation mode until the instantaneous angular acceleration peak is detected to fall below the first safety threshold and the continuous action frequency falls below the second safety threshold.
[0011] Specifically, it also includes a device status calibration and feel compensation management module; The device status calibration and feel compensation management module includes: The zero-bias drift detection unit is used to collect static sensing values output by the built-in inertial measurement unit of the motion-sensing game device when the motion-sensing game device is in a stationary state and not in the process of playing a game. The compensation parameter generation unit is used to compare the static sensing value with a preset theoretical zero value benchmark and calculate a zero-bias compensation parameter vector for the individual characteristics of the current motion-sensing game device. The compensation parameter application unit is used to inject the zero-bias compensation parameter vector into the input mapping controller, so that the input mapping controller can use the zero-bias compensation parameter vector to perform offset correction on the motion data before converting the motion data into game control commands.
[0012] Furthermore, the motion-sensing gaming device consists of multiple motion-sensing gun devices of the same model deployed in the same offline store; The device status calibration and feel compensation management module also includes a device identifier association storage submodule, which is used to assign a unique device identifier to each motion-sensing game device and associate the calculated zero-bias compensation parameter vector with the unique device identifier in the store's local configuration database.
[0013] Furthermore, the input mapping controller is further configured to: When the motion-sensing game device establishes a communication connection with the game terminal and initializes, the zero-bias compensation parameter vector corresponding to the unique identifier of the currently connected device is retrieved by querying the device identifier association storage submodule. The retrieved zero-bias compensation parameter vector is loaded into the mapping preprocessing logic layer to automatically unify the aiming feel across multiple motion-sensing gaming devices without requiring manual fine-tuning by store staff.
[0014] Furthermore, the device status calibration and feel compensation management module also includes a wear adaptive adjustment submodule; The wear adaptive adjustment submodule is used to periodically or upon receiving a background management instruction to re-trigger the zero-bias drift detection unit to collect updated static sensing values and iteratively update the zero-bias compensation parameter vector in order to track sensor drift changes caused by equipment wear.
[0015] Furthermore, the experience recovery management controller is also connected to the device status calibration and feel compensation management module; The experience recovery management controller is further configured to: send a compensation parameter validity verification request to the device state calibration and feel compensation management module before controlling the input mapping controller to restore the mapping output, and allow the input mapping controller to load the zero bias compensation parameter vector after receiving feedback that the verification passed.
[0016] Specifically, it also includes the back-end interaction interface for store management; The store management backend interaction interface is used to receive device lock commands or remote reset commands from the store management terminal. When the device lock command is received, the input mapping controller forces the input to enter the mapping pause state corresponding to the standby signal and keeps the payment initiation controller in an untriggerable state.
[0017] Specifically, the motion-sensing gaming device and the gaming terminal establish a data channel via a wireless local area network or Bluetooth protocol; The input mapping controller, the event trigger detection and standby control module, and the experience recovery management controller are integrated into the game process space of the game terminal as software plug-ins and run there. The mapping state storage area is located in the non-volatile memory of the game terminal to support progress recovery after an unexpected power outage of the game terminal.
[0018] The beneficial effects of this invention are as follows: This invention achieves instant saving of game progress and resume play when the playtime expires by setting up a collaborative mechanism between the input mapping controller and the mapping state storage area, avoiding the user experience loss caused by forced interruption in traditional solutions. The safety monitoring and adaptive degradation module can effectively identify high-risk operations and dynamically adjust control sensitivity through real-time analysis of motion data, maintaining the basic gaming experience while ensuring device safety. The device status calibration and feel compensation management module solves the problem of inconsistent feel caused by wear and tear on multiple devices through automatic calculation and iterative updating of zero-bias compensation parameter vectors, reducing the manual calibration cost in store operations. The store management backend interaction interface gives managers the ability to remotely control device status, and combined with the mapping state storage in non-volatile memory, further improves the system's operational reliability and data security. Attached Figure Description
[0019] To facilitate understanding by those skilled in the art, the present invention will be further described below with reference to the accompanying drawings.
[0020] Figure 1 This is a system structure block diagram of the present invention; Figure 2 This is the main flowchart of payment trigger management and standby recovery in this invention. Detailed Implementation
[0021] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of example embodiments to those skilled in the art. Furthermore, the described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced without one or more of the specific details, or other methods, components, apparatuses, steps, etc., can be employed. In other instances, well-known methods, apparatuses, implementations, or operations are not shown or described in detail to avoid obscuring aspects of this disclosure. The blocks shown in the drawings are merely functional entities and do not necessarily correspond to physically independent entities. That is, these functional entities can be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices. The flowcharts shown in the drawings are merely illustrative and do not necessarily include all contents and operations / steps, nor do they necessarily have to be performed in the order described. For example, some operations / steps can be broken down, while others can be combined or partially combined. Therefore, the actual execution order may change depending on the actual situation.
[0022] To further illustrate the technical means and effects of the present invention in achieving its intended purpose, the following detailed description of the specific implementation methods, structures, features, and effects of the present invention, in conjunction with the accompanying drawings and preferred embodiments, is provided.
[0023] Please see Figures 1-2 A payment trigger management and standby recovery system based on a motion-sensing gaming device, wherein the motion-sensing gaming device is a motion-sensing device deployed in offline stores, and the motion-sensing device is communicatively connected to a game terminal running a motion-sensing game, comprising: The input mapping controller is used to work in conjunction with the game control logic, pausing or resuming the mapping output based on the received control signals; The mapped state storage area is used to buffer and store game progress state data corresponding to the current running state; The event trigger detection and standby control module is used to activate the timing function in response to the payment success signal and calculate the remaining experience time in real time. When the remaining experience time is detected to be used up, a standby signal and a payment trigger signal are generated. The payment initiation controller is connected to a third-party payment server and is used to send a payment interface initiation command to the game terminal according to the payment trigger signal, and simultaneously send the standby signal to the input mapping controller to pause the mapping output. The payment status receiving interface is used to receive payment result status data returned by the third-party payment service. The experience recovery management controller is used to control the input mapping controller to restore the mapping output and load the game progress status data in the mapping status storage area according to the payment result status data indicating payment completion and the user's continued experience selection instruction, while resetting the timer status of the event trigger detection and standby control module.
[0024] Specifically, the input mapping controller is used for: Real-time acquisition of raw motion data sequences output from the data acquisition port of the motion-sensing gaming device; When the standby signal is not received, the original motion data sequence is converted into game control commands according to a preset mapping rule and output to the game control logic; Upon receiving the standby signal, the conversion and output process is interrupted, and the current game progress status data is written to the mapping status storage area.
[0025] Furthermore, it also includes: a security monitoring and adaptive degradation module; The security monitoring and adaptive degradation module is communicatively connected to the input mapping controller and the data acquisition port of the motion-sensing gaming device, respectively, and is configured for: From the real-time haptic motion data stream acquired from the data acquisition port, the peak instantaneous angular acceleration parameter and the continuous motion frequency parameter within a preset time sliding window are continuously extracted. The instantaneous angular acceleration peak value is compared with a preset first safety threshold, and the continuous action frequency is compared with a preset second safety threshold; In response to the dual determination results that the instantaneous angular acceleration peak exceeds the first safety threshold and the continuous action frequency exceeds the second safety threshold, the current operation state is determined to be a high-risk operation mode; Based on the identified high-risk operation mode, a degradation mapping control signal is generated and sent to the input mapping controller.
[0026] Furthermore, the input mapping controller is further configured to: In response to receiving the downgrade mapping control signal, a preset amplitude compression processing algorithm is executed on the subsequently received original motion motion data sequence to reduce the response amplitude of the motion motion data mapped to the in-game control sensitivity. The amplitude compression processing algorithm is configured to reduce sudden changes in game perspective or control overshoot caused by violent movements, without completely blocking the mapping of the motion data to the game control logic.
[0027] Furthermore, the security monitoring and adaptive degradation module is also connected to the experience recovery management controller; The security monitoring and adaptive degradation module is further configured to: when the high-risk operation mode is determined, trigger the experience recovery management controller to send a security prompt rendering instruction to the game terminal, so as to overlay and display a preset security prompt graphical interface on the game screen; The input mapping controller is further configured to: continuously maintain the degraded mapping state of the amplitude compression processing during the high-risk operation mode until the instantaneous angular acceleration peak is detected to fall below the first safety threshold and the continuous action frequency falls below the second safety threshold.
[0028] Specifically, it also includes a device status calibration and feel compensation management module; The device status calibration and feel compensation management module includes: The zero-bias drift detection unit is used to collect static sensing values output by the built-in inertial measurement unit of the motion-sensing game device when the motion-sensing game device is in a stationary state and not in the process of playing a game. The compensation parameter generation unit is used to compare the static sensing value with a preset theoretical zero value benchmark and calculate a zero-bias compensation parameter vector for the individual characteristics of the current motion-sensing game device. The compensation parameter application unit is used to inject the zero-bias compensation parameter vector into the input mapping controller, so that the input mapping controller can use the zero-bias compensation parameter vector to perform offset correction on the motion data before converting the motion data into game control commands.
[0029] Furthermore, the motion-sensing gaming device consists of multiple motion-sensing gun devices of the same model deployed in the same offline store; The device status calibration and feel compensation management module also includes a device identifier association storage submodule, which is used to assign a unique device identifier to each motion-sensing game device and associate the calculated zero-bias compensation parameter vector with the unique device identifier in the store's local configuration database.
[0030] Furthermore, the input mapping controller is further configured to: When the motion-sensing game device establishes a communication connection with the game terminal and initializes, the zero-bias compensation parameter vector corresponding to the unique identifier of the currently connected device is retrieved by querying the device identifier association storage submodule. The retrieved zero-bias compensation parameter vector is loaded into the mapping preprocessing logic layer to automatically unify the aiming feel across multiple motion-sensing gaming devices without requiring manual fine-tuning by store staff.
[0031] Furthermore, the device status calibration and feel compensation management module also includes a wear adaptive adjustment submodule; The wear adaptive adjustment submodule is used to periodically or upon receiving a background management instruction to re-trigger the zero-bias drift detection unit to collect updated static sensing values and iteratively update the zero-bias compensation parameter vector in order to track sensor drift changes caused by equipment wear.
[0032] Furthermore, the experience recovery management controller is also connected to the device status calibration and feel compensation management module; The experience recovery management controller is further configured to: send a compensation parameter validity verification request to the device state calibration and feel compensation management module before controlling the input mapping controller to restore the mapping output, and allow the input mapping controller to load the zero bias compensation parameter vector after receiving feedback that the verification passed.
[0033] Specifically, it also includes the back-end interaction interface for store management; The store management backend interaction interface is used to receive device lock commands or remote reset commands from the store management terminal. When the device lock command is received, the input mapping controller forces the input to enter the mapping pause state corresponding to the standby signal and keeps the payment initiation controller in an untriggerable state.
[0034] Specifically, the motion-sensing gaming device and the gaming terminal establish a data channel via a wireless local area network or Bluetooth protocol; The input mapping controller, the event trigger detection and standby control module, and the experience recovery management controller are integrated into the game process space of the game terminal as software plug-ins and run there. The mapping state storage area is located in the non-volatile memory of the game terminal to support progress recovery after an unexpected power outage of the game terminal.
[0035] Example 1: This example describes a motion-sensing shooting game system deployed in an arcade in a shopping mall.
[0036] Hardware environment: The motion-sensing gaming devices use the same model of wireless motion-sensing guns. Each gun has a built-in six-axis inertial measurement unit (IMU), which includes a three-axis accelerometer and a three-axis gyroscope. It establishes a wireless data connection with the gaming terminal via Bluetooth. Each gun has an NFC tag inside its grip, storing a unique device identifier for identification. The gaming terminal is connected to a display screen and runs the motion-sensing shooting game. The store management backend is a tablet connected to the same local area network, communicating bidirectionally with the gaming terminal via WebSocket. The third-party payment server uses a third-party cloud service interface.
[0037] Software deployment methods: The functional modules of the system described in this invention are loaded into the process space of the game terminal as native plugins of the game engine and run thereon.
[0038] Example 2: This example describes the complete interactive process of a player from initial QR code payment, timeout, timeout triggering standby saving, initiating the payment interface, to successful renewal and resumption of the game. Figure 2 As shown.
[0039] S1: Initial payment and time-based activation; Players use their mobile devices to scan the payment QR code displayed on the game terminal screen and complete the payment. The third-party payment server returns payment result status data to the system's payment status receiving interface through a preset callback Uniform Resource Locator. This data is a JSON-formatted text string containing fields such as order identifier, payment status identifier, payment amount, and corresponding experience duration.
[0040] The event trigger detection and standby control module parses the payment result status data, extracts the experience duration parameter, and performs the initialization operation of the timing function.
[0041] S2: Time expires and game state is saved; When the timer of the event trigger detection and standby control module detects that the remaining experience time value has decreased to zero, the module performs the following actions in an atomic operation manner: generating a standby signal, generating a payment trigger signal, and sending the standby signal to the input mapping controller.
[0042] Upon receiving the standby signal, the input mapping controller executes the following processing flow: Pause the process of mapping motion data to game control logic; Capture a snapshot of the current game process's running state; The captured game progress state data is serialized into binary data blocks and written to the mapped state storage area located in the non-volatile memory of the game terminal; Optionally, a pause command can be injected into the main game loop logic to freeze the game screen.
[0043] S3: Payment initiation and interface overlay; Upon receiving a payment trigger signal, the payment initiation controller calls the application programming interface (API) of a third-party payment software development kit to generate payment QR code data corresponding to the renewal amount and product description. Subsequently, the payment initiation controller sends a graphical interface overlay rendering instruction to the game terminal's rendering engine, displaying a modal overlay interface containing the payment QR code on top of the game screen. At this time, the game screen content is visible as a background, but operations are temporarily disabled.
[0044] S4: After the player scans the renewal QR code and completes the payment, the payment status receiving interface receives payment success confirmation data from the third-party payment server. Based on this payment result status data and the user's "continue experience" selection command on the interface, the experience recovery management controller executes the game experience recovery process: Read the previously saved game progress state data file from the mapped state storage area and deserialize it into a data structure that the game logic can recognize; Call the game logic interface to restore the internal game state to be consistent with the read game progress state data; Send a restore mapping control signal to the input mapping controller so that the input mapping controller can restart converting motion data into game control commands; Send a timer reset command to the event trigger detection and standby control module to reset the remaining experience time to the value of the newly purchased experience time; Send a command to the game terminal rendering engine to hide the interface and disable the payment QR code overlay.
[0045] Through the above process, players can seamlessly continue the game from the game scene and character state when the time limit is reached.
[0046] Example 3: This example describes in detail the specific steps performed by the safety monitoring and adaptive degradation module in the system of the present invention, including the extraction and calculation of the instantaneous angular acceleration peak, the sliding window statistics of the frequency of continuous actions, the judgment logic of high-risk violent operation mode, and the generation and amplitude compression processing of degradation mapping control signal.
[0047] 1. Extraction of instantaneous angular acceleration peak: The safety monitoring and adaptive degradation module acquires raw motion data streams in real time from the data acquisition port of the motion-sensing gaming device. This data stream includes three-axis angular velocity measurements output by the motion-sensing gun's built-in gyroscope at a preset sampling frequency.
[0048] 2. Sliding window statistics of continuous action frequency: In order to measure the continuous high frequency characteristics of player actions, the module extracts accelerometer data from the motion sensing data, calculates the synthetic acceleration amplitude based on the three-axis acceleration measurement value output by the accelerometer at a single point, maintains a sliding time window of fixed length, and uses a circular buffer to store the historical data of synthetic acceleration amplitude of the most recent 200 frames. "Valid action" is defined as: the change in the synthetic acceleration amplitude between two adjacent sampling points exceeds the preset acceleration change threshold.
[0049] Whenever a new frame of acceleration data arrives, the acceleration amplitude is stored in the current position of the circular buffer, overwriting the oldest historical data. The module then iterates through the entire circular buffer, counting the number of adjacent point pairs that satisfy the above inequality, and uses the statistical result as the frequency of continuous actions within the current time window. This value reflects the frequency with which the player rapidly changes the direction or intensity of the motion-sensor gun's movement within the last second.
[0050] 3. Logic for determining high-risk, violent operation modes: The module has a first safety threshold and a second safety threshold preset internally. The first safety threshold is the upper limit of the instantaneous angular acceleration peak value; the second safety threshold is the upper limit of the continuous action frequency.
[0051] In each sampling period, the module will determine the safe range by comparing the instantaneous angular acceleration peak value calculated in real time with the first safety threshold and the acceleration change threshold with the second safety threshold; The module determines the current operation state as a high-risk, violent operation mode. This dual-condition design considers that a simple instantaneous high-angle acceleration may only be caused by a single, accidental rapid swing and does not necessarily reflect a sustained tendency towards dangerous operation; conversely, a simple high frequency of continuous movements may only manifest as small-amplitude, rapid shaking, with limited impact on the device and player experience. Only when both amplitude and frequency exceed the threshold is the player considered to be engaging in a violent operation that poses a potential risk of damage to the device and affects the gaming experience.
[0052] To prevent the judgment result from frequently switching near the threshold due to data jitter, the module adopts a delayed judgment strategy when exiting the high-risk violent operation mode.
[0053] 4. Generation and amplitude compression processing of downgraded mapping control signals: In response to the determination of a high-risk violent operation mode, the safety monitoring and adaptive degradation module generates a degradation mapping control signal and sends the signal to the input mapping controller.
[0054] After receiving the downgraded mapping control signal, the input mapping controller performs amplitude compression processing on the raw motion data acquired from the data acquisition port of the motion-sensing game device for each frame, and then outputs the processed data to the game control logic. Taking the raw angular velocity value of a single axis output by the gyroscope as an example, the mapped output value obtained after amplitude compression processing is determined by the hyperbolic tangent compression function.
[0055] The key feature of this amplitude compression processing is that it does not set a hard truncation threshold, nor does it completely block the mapping output of motion data to game control logic. Even in the highest compression saturation zone, the mapped output can still reflect the direction and approximate amplitude of the original action, ensuring the player's continuous sense of control over the in-game view or controls, while effectively suppressing sudden screen changes, dizziness, and device overload caused by violent actions.
[0056] 5. Triggering and maintaining safety alert messages: While generating the degradation mapping control signal, the security monitoring and adaptive degradation module also sends a prompt trigger command to the experience recovery management controller. In response to this command, the experience recovery management controller sends a security prompt rendering command to the game terminal's graphics rendering engine, causing a security prompt text message to be displayed on a preset overlay layer of the game screen, such as "Serious action detected, sensitivity has been automatically reduced to protect the device".
[0057] The display status of the safety warning message is synchronized with the continuous status of the high-risk operation mode: the safety warning message continues to be displayed while the module is in the downgraded mapping state; when the module removes the high-risk operation mode judgment and stops sending downgraded mapping control signals, the experience recovery management controller sends a corresponding hiding command to make the safety warning message disappear from the game screen.
[0058] Through the coordinated operation of the above algorithm steps, this embodiment achieves real-time perception, flexible intervention, and safety prompts for player operation behavior. It effectively reduces the risk to devices and players without completely cutting off the interactive experience, and improves the overall security and user-friendliness of the system.
[0059] The above description is merely a preferred embodiment of the present invention and is not intended to limit the present invention in any way. Although the present invention has been disclosed above with reference to preferred embodiments, it is not intended to limit the present invention. Any person skilled in the art can make some modifications or alterations to the above-disclosed technical content to create equivalent embodiments without departing from the scope of the present invention. Any simple modifications, equivalent changes and alterations made to the above embodiments based on the technical essence of the present invention without departing from the scope of the present invention shall still fall within the scope of the present invention.
Claims
1. A payment trigger management and standby recovery system based on a motion-sensing gaming device, wherein the motion-sensing gaming device is a motion-sensing device deployed in offline stores, and the motion-sensing device is communicatively connected to a game terminal running a motion-sensing game, characterized in that... include: The input mapping controller is used to work in conjunction with the game control logic, pausing or resuming the mapping output based on the received control signals; The mapped state storage area is used to buffer and store game progress state data corresponding to the current running state; The event trigger detection and standby control module is used to activate the timing function in response to the payment success signal and calculate the remaining experience time in real time. When the remaining experience time is detected to be used up, a standby signal and a payment trigger signal are generated. The payment initiation controller is connected to a third-party payment server and is used to send a payment interface initiation command to the game terminal according to the payment trigger signal, and simultaneously send the standby signal to the input mapping controller to pause the mapping output. The payment status receiving interface is used to receive payment result status data returned by the third-party payment service. The experience recovery management controller is used to control the input mapping controller to restore the mapping output and load the game progress status data in the mapping status storage area according to the payment result status data indicating payment completion and the user's continued experience selection instruction, while resetting the timer status of the event trigger detection and standby control module.
2. The system according to claim 1, characterized in that, The input mapping controller is specifically used for: Real-time acquisition of raw motion data sequences output from the data acquisition port of the motion-sensing gaming device; When the standby signal is not received, the original motion data sequence is converted into game control commands according to a preset mapping rule and output to the game control logic; Upon receiving the standby signal, the conversion and output process is interrupted, and the current game progress status data is written to the mapping status storage area.
3. The system according to claim 2, characterized in that, Also includes: Security monitoring and adaptive degradation module; The security monitoring and adaptive degradation module is communicatively connected to the input mapping controller and the data acquisition port of the motion-sensing gaming device, respectively, and is configured for: From the real-time haptic motion data stream acquired from the data acquisition port, the peak instantaneous angular acceleration parameter and the continuous motion frequency parameter within a preset time sliding window are continuously extracted. The instantaneous angular acceleration peak value is compared with a preset first safety threshold, and the continuous action frequency is compared with a preset second safety threshold; In response to the dual determination results that the instantaneous angular acceleration peak exceeds the first safety threshold and the continuous action frequency exceeds the second safety threshold, the current operation state is determined to be a high-risk operation mode; Based on the identified high-risk operation mode, a degradation mapping control signal is generated and sent to the input mapping controller.
4. The system according to claim 3, characterized in that, The input mapping controller is further configured to: In response to receiving the downgrade mapping control signal, a preset amplitude compression processing algorithm is executed on the subsequently received original motion motion data sequence to reduce the response amplitude of the motion motion data mapped to the in-game control sensitivity. The amplitude compression processing algorithm is configured to reduce sudden changes in game perspective or control overshoot caused by violent movements, without completely blocking the mapping of the motion data to the game control logic.
5. The system according to claim 4, characterized in that, The security monitoring and adaptive degradation module is also connected to the experience recovery management controller; The security monitoring and adaptive degradation module is further configured to: when the high-risk operation mode is determined, trigger the experience recovery management controller to send a security prompt rendering instruction to the game terminal, so as to overlay and display a preset security prompt graphical interface on the game screen; The input mapping controller is further configured to: continuously maintain the degraded mapping state of the amplitude compression processing during the high-risk operation mode until the instantaneous angular acceleration peak is detected to fall below the first safety threshold and the continuous action frequency falls below the second safety threshold.
6. The system according to claim 1, characterized in that, It also includes a device status calibration and feel compensation management module; The device status calibration and feel compensation management module includes: The zero-bias drift detection unit is used to collect static sensing values output by the built-in inertial measurement unit of the motion-sensing game device when the motion-sensing game device is in a stationary state and not in the process of playing a game. The compensation parameter generation unit is used to compare the static sensing value with a preset theoretical zero value benchmark and calculate a zero-bias compensation parameter vector for the individual characteristics of the current motion-sensing game device. The compensation parameter application unit is used to inject the zero-bias compensation parameter vector into the input mapping controller, so that the input mapping controller can use the zero-bias compensation parameter vector to perform offset correction on the motion data before converting the motion data into game control commands.
7. The system according to claim 6, characterized in that, The motion-sensing gaming equipment consists of multiple motion-sensing gun devices of the same model deployed in the same offline store. The device status calibration and feel compensation management module also includes a device identifier association storage submodule, which is used to assign a unique device identifier to each motion-sensing game device and associate the calculated zero-bias compensation parameter vector with the unique device identifier in the store's local configuration database.
8. The system according to claim 7, characterized in that, The input mapping controller is further configured to: When the motion-sensing game device establishes a communication connection with the game terminal and initializes, the zero-bias compensation parameter vector corresponding to the unique identifier of the currently connected device is retrieved by querying the device identifier association storage submodule. The retrieved zero-bias compensation parameter vector is loaded into the mapping preprocessing logic layer to automatically unify the aiming feel across multiple motion-sensing gaming devices without requiring manual fine-tuning by store staff.
9. The system according to claim 8, characterized in that, The device status calibration and feel compensation management module also includes a wear adaptive adjustment submodule; The wear adaptive adjustment submodule is used to periodically or upon receiving a background management instruction to re-trigger the zero-bias drift detection unit to collect updated static sensing values and iteratively update the zero-bias compensation parameter vector in order to track sensor drift changes caused by equipment wear.
10. The system according to claim 6, characterized in that, The experience recovery management controller is also connected to the device status calibration and feel compensation management module; The experience recovery management controller is further configured to: send a compensation parameter validity verification request to the device state calibration and feel compensation management module before controlling the input mapping controller to restore the mapping output, and allow the input mapping controller to load the zero bias compensation parameter vector after receiving feedback that the verification passed.
11. The system according to claim 1, characterized in that, It also includes the store management backend interaction interface; The store management backend interaction interface is used to receive device lock commands or remote reset commands from the store management terminal. When the device lock command is received, the input mapping controller forces the input to enter the mapping pause state corresponding to the standby signal and keeps the payment initiation controller in an untriggerable state.
12. The system according to claim 1, characterized in that, The motion-sensing gaming device and the gaming terminal establish a data channel via a wireless LAN or Bluetooth protocol. The input mapping controller, the event trigger detection and standby control module, and the experience recovery management controller are integrated into the game process space of the game terminal as software plug-ins and run there. The mapping state storage area is located in the non-volatile memory of the game terminal to support progress recovery after an unexpected power outage of the game terminal.