A method, device, vehicle, and medium for in-vehicle screen interaction.

CN122569739APending Publication Date: 2026-08-14CHONGQING JINKANG NEW ENERGY VEHICLE CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-05-20
Publication Date
2026-08-14

AI Technical Summary

Technical Problem

[0003]现有技术中,车载屏幕的功能设计仍停留在被动适配的层面,这种设计方式导致用户与车载屏幕的交互被限制在视听领域,智能座舱系统无法通过用户摇动车载屏幕的动作,识别用户通过物理动作所表达的情绪信息

Benefits of technology

本申请响应于用户对车载屏幕的摇动,获取第一摇动信息,根据第一摇动信息确定用户情绪类型,在用户情绪类型为消极情绪类型的情况下,在车载屏幕中显示解压游戏界面和交互提示信息,解压游戏界面中包括解压交互组件,交互提示信息用于提示用户再次摇动车载屏幕以开始游戏,响应于用户对车载屏幕的再次摇动,获取第二摇动信息,根据第二摇动信息生成针对解压交互组件的控制信息,在解压游戏界面中,控制解压交互组件按照控制信息进行动作,若检测到解压交互组件达成预设的解压游戏目标,则生成第一解压反馈信息并反馈给用户。本申请能够根据用户摇晃车载屏幕的动作确定用户情绪类型,能够识别用户通过物理动作所表达的情绪信息。并且,本申请还可以通过用户摇动车载屏幕的动作,在解压游戏界面中控制解压交互组件进行动作,若检测到解压交互组件达成预设的解压游戏目标,则生成第一解压反馈信息并反馈给用户,能够实时产生对应的反馈或动态响应,形成用户与车载屏幕之间的双向情感互动。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN122569739A_ABST
    Figure CN122569739A_ABST
Patent Text Reader

Abstract

This application discloses a method, device, vehicle, and medium for in-vehicle screen interaction. The method includes: in response to a user shaking the in-vehicle screen, acquiring first shaking information; determining the user's emotion type based on the first shaking information; if the user's emotion type is negative, displaying a decompression game interface and interactive prompts on the in-vehicle screen; in response to the user shaking the in-vehicle screen again, acquiring second shaking information; generating control information for a decompression interaction component based on the second shaking information; controlling the decompression interaction component to perform actions according to the control information in the decompression game interface; and if the decompression interaction component is detected to have achieved a preset decompression game goal, generating first decompression feedback information and providing it to the user. This application can identify the emotional information expressed by the user through physical actions and can generate corresponding feedback or dynamic responses in real time, forming a two-way emotional interaction between the user and the in-vehicle screen.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This application belongs to the field of smart cockpits, specifically relating to an in-vehicle screen interaction method, device, vehicle, and medium. Background Technology

[0002] In current in-vehicle interaction technology solutions, in-vehicle screens primarily handle one-way information output and function control. The interaction logic of in-vehicle screens is still mainly based on traditional graphical interface touch or voice commands. Although there are in-vehicle screens that can be shaken or rotated, their main function is to provide angle adjustment to suit the driver's field of vision needs.

[0003] In current technology, the functional design of in-vehicle screens remains at the level of passive adaptation. This design approach limits user interaction with the in-vehicle screen to the audiovisual realm. The intelligent cockpit system cannot recognize the emotional information expressed by the user through physical actions such as shaking the in-vehicle screen. At the same time, it cannot generate corresponding feedback or dynamic responses in real time to the user's shaking of the in-vehicle screen, thus failing to establish two-way emotional interaction between the user and the in-vehicle screen. Summary of the Invention

[0004] The purpose of this application is to provide an in-vehicle screen interaction method, device, vehicle, and medium.

[0005] In a first aspect, embodiments of this application provide a method for interacting with an in-vehicle screen, the method comprising: In response to the user shaking the in-vehicle screen, first shaking information is obtained; Determine the user's emotion type based on the first shaking information; When the user's emotional type is negative, a stress-relief game interface and interactive prompts are displayed on the in-vehicle screen; the stress-relief game interface includes stress-relief interactive components; the interactive prompts are used to prompt the user to shake the in-vehicle screen again to start the game. In response to the user shaking the in-vehicle screen again, a second shaking information is obtained; Control information for the decompression interaction component is generated based on the second shaking information; In the decompression game interface, the decompression interaction component is controlled to perform actions according to the control information; If the decompression interaction component is detected to have achieved the preset decompression game objective, then a first decompression feedback message is generated and sent to the user.

[0006] Optionally, the first shaking information includes a first shaking duration and a first shaking angle; the step of determining the user's emotion type based on the first shaking information includes: The first shaking rate is determined based on the first shaking duration and the first shaking angle; The ratio of the first shaking rate to the preset benchmark shaking rate is used as emotional tendency information; The user's emotion type is determined based on the emotion tendency information.

[0007] Optionally, the step of determining the user's emotion type based on the emotion tendency information includes: If the emotional tendency information is greater than or equal to the first threshold, then the user's emotional type is determined to be a first negative emotional type; the first negative emotional type includes excitement or anger. If the emotional tendency information is less than or equal to the second threshold, then the user's emotional type is determined to be a second negative emotional type; the second negative emotional type includes depressed or sad emotions; the first threshold is greater than the second threshold; If the emotional tendency information is greater than the second threshold and less than the first threshold, then the user's emotional type is determined to be a non-negative emotional type, which includes surprise or happiness.

[0008] Optionally, the second shaking information includes a second shaking duration, a second shaking angle, and a shaking frequency; the step of generating control information for the decompression interaction component based on the second shaking information includes: The direction and distance of the decompression interactive component in the decompression game interface are determined based on the second shaking angle. The second shaking rate is determined based on the second shaking duration and the second shaking angle; The movement speed of the decompression interactive component in the decompression game interface is determined based on the second shaking rate; The intensity of the decompression interaction component's action in the decompression game interface is determined based on the shaking frequency. At least one of the action direction, the action distance, the action speed, and the action intensity is used as control information for the decompression interaction component.

[0009] Optionally, the decompression game interface includes at least one virtual item, and the vehicle cabin includes at least one of a seat, an audio component, a climate control component, a lighting component, and a fragrance component; if the decompression interaction component is detected to have achieved a preset decompression game goal, the step of generating first decompression feedback information and feeding it back to the user includes: In the decompression game interface, if the decompression interaction component is detected to have moved to a preset target area or the decompression interaction component is detected to have completed an interaction with at least one virtual item, then the decompression game objective is confirmed to have been achieved. In response to the achievement of the decompression game objective, a first decompression feedback message is generated to provide positive emotional reinforcement; wherein the first decompression feedback message includes instructions for driving at least one of the in-vehicle screen, the seat, the audio component, the temperature control component, the lighting component and the fragrance component to perform a positive emotional reinforcement operation; Based on the first decompression feedback information, control at least one of the corresponding in-vehicle screen, the seat, the audio component, the temperature control component, the lighting component, and the fragrance component to perform the positive emotion enhancement operation on the user.

[0010] Optionally, the method further includes: If the decompression game objective is not achieved within a preset time period, a second decompression feedback message is generated to provide emotional comfort based on the user's emotion type; wherein, the second decompression feedback message includes instructions to drive at least one of the in-vehicle screen, the seat, the audio component, the temperature control component, the lighting component, and the fragrance component to perform an emotional comfort operation; Based on the second decompression feedback information, control at least one of the corresponding in-vehicle screen, the seat, the audio component, the temperature control component, the lighting component, and the fragrance component to perform the emotion-soothing operation on the user.

[0011] Optionally, before the step of obtaining first shaking information in response to the user shaking the vehicle screen, the method further includes: Determine if the vehicle is stationary and check the number of occupants inside; If the vehicle is stationary and the number of occupants inside is the preset number, then determine whether the in-vehicle screen is in a shaking state. When the vehicle screen is in a shaking state, the initial shaking duration and initial shaking angle are obtained; The initial shaking rate is determined based on the initial shaking duration and the initial shaking angle; The initial shaking rate is determined based on the initial shaking duration and the initial shaking rate; If the initial shaking rate of change is greater than a preset rate of change threshold, it is determined that the user is shaking the in-vehicle screen, and the initial shaking duration and initial shaking angle are used as the first shaking information.

[0012] Secondly, an in-vehicle screen interaction device, the device comprising: The first shaking information acquisition module is used to acquire first shaking information in response to the user shaking the vehicle screen; An emotion type determination module is used to determine the user's emotion type based on the first shaking information; The game interface display module displays a stress-relief game interface and interactive prompts on the in-vehicle screen when the user's emotional type is negative. The stress-relief game interface includes stress-relief interactive components. The interactive prompts are used to prompt the user to shake the in-vehicle screen again to start the game. The second shaking information acquisition module is used to acquire second shaking information in response to the user shaking the vehicle screen again. The control information generation module is used to generate control information for the decompression interaction component based on the second shaking information; An interactive component action module is used to control the decompression interactive component to perform actions according to the control information in the decompression game interface; The first decompression feedback module is used to generate first decompression feedback information and send it to the user if the decompression interaction component detects that the preset decompression game goal has been achieved.

[0013] Thirdly, embodiments of this application provide a vehicle including a processor, a memory, and a program or instructions stored in the memory and capable of running on the processor, wherein the program or instructions, when executed by the processor, implement the method described above.

[0014] Fourthly, a readable storage medium on which a program or instructions are stored, which, when executed by a processor, implement the method described above.

[0015] The embodiments of this application have the following advantages: This application responds to a user shaking the in-vehicle screen by acquiring first shaking information, determining the user's emotional type based on the first shaking information, and, if the user's emotional type is negative, displaying a stress-relief game interface and interactive prompts on the in-vehicle screen. The stress-relief game interface includes a stress-relief interactive component, and the interactive prompts encourage the user to shake the in-vehicle screen again to start the game. Responding to the user shaking the in-vehicle screen again, a second shaking information is acquired, and control information for the stress-relief interactive component is generated based on the second shaking information. In the stress-relief game interface, the stress-relief interactive component is controlled to perform actions according to the control information. If the stress-relief interactive component is detected to have achieved a preset stress-relief game goal, first stress-relief feedback information is generated and sent to the user. This application can determine the user's emotional type based on the user's shaking action of the in-vehicle screen and can recognize the emotional information expressed by the user through physical actions. Furthermore, this application can also control the decompression interactive component to perform actions in the decompression game interface by the user shaking the in-vehicle screen. If the decompression interactive component is detected to have achieved the preset decompression game goal, the first decompression feedback information is generated and fed back to the user. It can generate corresponding feedback or dynamic response in real time, forming a two-way emotional interaction between the user and the in-vehicle screen. Attached Figure Description

[0016] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, the accompanying drawings used in the description of the embodiments or the prior art will be briefly introduced below.

[0017] Figure 1 This is a flowchart illustrating the steps of a vehicle interaction method according to an embodiment of this application; Figure 2 This is a schematic diagram illustrating user interaction with an in-vehicle screen according to an embodiment of this application; Figure 3 This is a schematic diagram of a vehicle screen support structure provided in an embodiment of this application; Figure 4 This is a schematic diagram of a game interface provided in one embodiment of this application; Figure 5 This is a logic flowchart of a vehicle interaction method provided in one embodiment of this application; Figure 6 This is a schematic diagram of the components of an intelligent cockpit system provided in one embodiment of this application; Figure 7 This is a schematic diagram of the structure of a vehicle interaction device provided in an embodiment of this application. Detailed Implementation

[0018] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the various embodiments of this application will be described in detail below with reference to the accompanying drawings. However, those skilled in the art will understand that many technical details have been presented in the various embodiments of this application to enable readers to better understand this application. However, the technical solutions claimed in this application can be implemented even without these technical details and various changes and updates based on the following embodiments. The division of the various embodiments below is for the convenience of description and should not constitute any limitation on the specific implementation of this application. The various embodiments can be combined with and referenced by each other without contradiction.

[0019] As an important research direction in the field of intelligent cockpits, in-vehicle emotion recognition technology is currently mainly focused on two aspects: improving the accuracy of emotion recognition and constructing a multimodal feedback mechanism.

[0020] Existing solutions largely rely on in-vehicle visual sensors to capture and analyze the driver's facial expressions. Some systems further integrate voice semantic recognition to achieve a comprehensive judgment of the driver's emotional state. After recognizing a specific emotional state, the system can automatically trigger preset environmental adjustment strategies, such as changing the cabin lighting effects or playing specific types of audio content, in an attempt to influence the driver's emotions.

[0021] On the other hand, in-vehicle entertainment and gaming interaction technologies are also continuously developing. Related technical solutions can adaptively enable or configure in-vehicle game modes based on vehicle status parameters and accept user control commands to operate game content. Further solutions implement cloud synchronization of game data, aiming to provide users with a continuous entertainment experience across different devices.

[0022] Current emotion recognition solutions are primarily used for safety reminders and environmental adjustment, lacking engaging and gamified proactive stress-relief interactions. Furthermore, emotional feedback is mostly passive, lacking proactive guidance for user stress relief. The functional design of in-vehicle screens remains at a passive adaptation level, limiting user interaction to the audiovisual realm. Smart cockpit systems cannot recognize the emotional information expressed by physical actions like shaking the in-vehicle screen. They also cannot generate real-time feedback or dynamic responses to these actions, failing to establish two-way emotional interaction between the user and the in-vehicle screen.

[0023] Therefore, this application provides a method, device, vehicle, and medium for in-vehicle screen interaction, capable of determining the user's emotional type based on the user's shaking action of the in-vehicle screen, and capable of recognizing the emotional information expressed by the user through physical actions. Furthermore, this application can also control decompression interactive components to perform actions in a decompression game interface based on the user's shaking action of the in-vehicle screen. If the decompression interactive components are detected to have achieved a preset decompression game goal, first decompression feedback information is generated and fed back to the user, enabling real-time corresponding feedback or dynamic responses, forming a two-way emotional interaction between the user and the in-vehicle screen.

[0024] Reference Figure 1 The diagram shows a flowchart of the steps of a vehicle interaction method provided in an embodiment of this application.

[0025] In this embodiment, the vehicle interaction method can be applied to an intelligent cockpit system. The vehicle cockpit includes an in-vehicle screen. An in-vehicle screen refers to an interactive terminal integrated into the vehicle's central control area, possessing information display and physical movement capabilities. In this embodiment, the in-vehicle screen not only presents a graphical user interface, but its supporting structure typically integrates a drive motor and Hall sensors, allowing users to manually or through system control perform physical posture adjustments such as rotation and tilt.

[0026] The method may specifically include the following steps: Step 101: In response to the user shaking the in-vehicle screen, obtain the first shaking information.

[0027] In this embodiment, if user shaking of the in-vehicle screen is detected, first shaking information can be obtained. In a specific implementation, user interaction with the in-vehicle screen can refer to... Figure 2, Figure 2 This is a schematic diagram illustrating user interaction with an in-vehicle screen according to an embodiment of this application.

[0028] The first shaking information refers to the set of data collected and generated by the sensors built into the vehicle screen or the sensors on the screen support structure when the user first performs a physical shaking operation on the vehicle screen during the interaction between the user and the vehicle, which describes the motion characteristics of the physical shaking operation.

[0029] The first information regarding shaking includes, but is not limited to, shaking duration and shaking angle. Shaking duration refers to the duration of shaking, and shaking angle refers to the amount of change in the angle of screen rotation.

[0030] In the specific implementation, the screen support structure can refer to... Figure 3 , Figure 3 This is a schematic diagram of a vehicle screen support structure provided in an embodiment of this application.

[0031] The vehicle screen support structure may include a screen wiring harness assembly, two brushless motors, telescopic rod assembly A, telescopic rod assembly B, two transmission gearboxes, a screen mounting bracket, a shield, a controller assembly (PCBA), and a cylinder assembly.

[0032] The screen wiring harness assembly is responsible for connecting the screen to the vehicle's electronic control system, including power supply and data transmission. The power cable provides the operating voltage to the screen, while the video cable (such as an LVDS / eDP interface) transmits image signals.

[0033] A brushless motor can be used as the power actuator of a rotating mechanism. After receiving commands from the controller, it outputs torque to drive the subsequent gears and telescopic rods to achieve electric adjustment of the screen angle.

[0034] Telescopic rod assembly A can convert the rotational motion of the motor into linear telescopic motion. By moving the screw forward and backward in the aluminum alloy cylinder, it can directly push or pull the screen bracket to achieve a positional change of the screen in a certain direction.

[0035] Telescopic rod assembly B can be arranged symmetrically with telescopic rod assembly A to form a dual-rod support system, ensuring that the screen is subjected to balanced force and runs smoothly during movement, avoiding jamming or shaking caused by force on one side.

[0036] The transmission gearbox connects the motor and the telescopic rod, serving to reduce speed, increase torque, and transmit power. Its outer casing (ADC12) provides structural support, while the internal gears (POM) ensure smooth transmission and reduce noise.

[0037] The screen mounting bracket can directly install and fix the screen body, and at the same time, it is mechanically connected to the output end of the telescopic rod, converting the linear movement of the telescopic rod into the overall rotation or tilt of the screen.

[0038] The shield can be placed on the outside of the mechanical structure to provide decoration, dust protection, and protection against contact with the outside. Its material (PC+ABS) combines strength, temperature resistance, and appearance.

[0039] The PCBA (Power Control Controller Assembly) can act as a control hub, receiving rotation commands from the vehicle or user, driving the motor, and collecting feedback signals from Hall sensors in real time to achieve precise closed-loop control of the screen position.

[0040] The cylinder assembly can serve as the structural base for the entire rotating mechanism, integrating and mounting core moving components such as the motor, gearbox, and telescopic rod, providing them with a stable mounting reference and mechanical protection.

[0041] Step 102: Determine the emotional tendency information based on the first shaking information.

[0042] In this embodiment of the application, the user's emotion type can be determined by calculation and comparison based on information such as the shaking duration and shaking angle in the first shaking information.

[0043] User emotion type refers to a classification label that characterizes a user's current dominant emotional state, determined and output after comprehensive analysis of user interaction behavior. User emotion types can include excitement, anger, depression, sadness, surprise, or happiness.

[0044] In this embodiment of the application, the user's emotion type may include negative emotion types that need intervention, such as excitement, anger, depression, and sadness. Such emotions will trigger subsequent stress-relieving game interaction processes.

[0045] User emotion types can also include non-negative emotions that do not require intervention, such as surprise or happiness, which do not require special stress relief interventions.

[0046] Step 103: When the user's emotional type is negative, display the decompression game interface and interactive prompts on the in-vehicle screen; the decompression game interface includes decompression interactive components; the interactive prompts are used to prompt the user to shake the in-vehicle screen again to start the game.

[0047] In this embodiment, when the user's emotional type is negative, a stress-relieving game interface and interactive prompts can be displayed on the in-vehicle screen.

[0048] The decompression game interface refers to an interactive screen that appears on the in-vehicle screen after the user confirms participation in the decompression interaction. The decompression game interface includes specific visual scenes, virtual objects, and at least one decompression interactive component that the user can control through physical actions.

[0049] Decompression interaction components refer to virtual entities or functional elements integrated into the game interface that can be controlled by the user. The state, position, or behavior of decompression interaction components can change in real time in response to subsequent user operations, and they are the core objects constituting the game interaction process.

[0050] Interactive prompts refer to visual or textual guidance displayed on the vehicle's screen, inviting users to participate in specific interactive stress-relief activities. These prompts may prompt the user to shake the screen again to start the game. They are presented in a non-mandatory manner and may include brief instructions and confirmation options.

[0051] In practical implementation, stress-relief game interfaces can be designed based on the psychological principles of emotion regulation. Specifically, stress-relief game interfaces can include various game modes. For example, they can provide simple tasks with clear goals and immediate feedback, such as collecting fruit from a virtual fruit tree, to give users a sense of accomplishment. Alternatively, they can set up virtual objects that allow for high-intensity physical manipulation, such as breakable virtual elements, allowing users to release emotions by violently shaking the screen to simulate hitting actions.

[0052] You can refer to Figure 4 Set up the game interface. Figure 4 This is a schematic diagram of a game interface provided in one embodiment of this application, which includes several cards as decompression interaction components and interactive prompt information to prompt the user.

[0053] Step 104: In response to the user shaking the in-vehicle screen again, obtain the second shaking information.

[0054] In this embodiment, in response to the user shaking the in-vehicle screen again, second shaking information is acquired. The second shaking information may refer to a set of motion data acquired after the game interface is activated, in response to the user's physical shaking operation on the in-vehicle screen. The second shaking information can be used to control the behavior of interactive components in real time, and may include parameters such as the shaking duration, shaking frequency, etc., of the physical shaking operation after the game interface is activated.

[0055] Step 105: Generate control information for the decompression interactive component based on the second shaking information.

[0056] In this embodiment of the application, control information for the interactive component can be generated based on the second shaking information.

[0057] Control information can refer to a set of instructions generated based on the analysis and calculation of the second shaking information, used to precisely drive interactive components to perform specific actions in the decompression game interface. Control information defines behavioral parameters of the interactive components, such as movement direction, displacement, speed, and intensity.

[0058] Step 106: In the decompression game interface, control the decompression interactive component to perform actions according to the control information.

[0059] In this embodiment of the application, in the decompression game interface, the decompression interactive component can be controlled to perform actions according to the behavioral parameters such as movement direction, displacement, speed, and intensity defined by the control information.

[0060] Step 107: If the decompression interaction component is detected to have achieved the preset decompression game goal, then the first decompression feedback information is generated and sent to the user.

[0061] In this embodiment of the application, if the decompression interaction component is detected to have achieved the preset decompression game goal, a first decompression feedback message is generated and fed back to the user.

[0062] The preset decompression game goal can refer to the task completion status that is predefined in the decompression game interface and can be clearly detected.

[0063] The first decompression feedback information can refer to the set of multimodal instructions that are automatically generated and output when the user is detected in the decompression game interface and achieves the preset decompression game goal through operation of the decompression interactive components, such as reaching the area or completing the collection. These instructions are designed to provide immediate positive emotional reinforcement.

[0064] In the implementation, if the decompression interaction component detects that the preset decompression game goal has been achieved, it indicates that the user is willing to participate in the decompression game. At this point, the user's attention will shift from negative emotions to the decompression game, and the user's ability to successfully achieve the preset decompression game goal shows that the user can be immersed in the game to a certain extent. The user will experience a sense of accomplishment when achieving the preset decompression game goal, which in turn generates positive emotions such as happiness. At this time, the first decompression feedback information to provide positive emotional reinforcement can be generated and fed back to the user.

[0065] This application can determine the user's emotional type based on the user's shaking action of the in-vehicle screen, and can identify the emotional information expressed by the user through physical actions. Furthermore, this application can also control the decompression interactive components in the decompression game interface to perform actions based on the user's shaking action of the in-vehicle screen. If the decompression interactive components are detected to have achieved a preset decompression game goal, first decompression feedback information is generated and fed back to the user, enabling real-time corresponding feedback or dynamic responses, forming a two-way emotional interaction between the user and the in-vehicle screen.

[0066] In one optional embodiment of this application, the first shaking information includes a first shaking duration and a first shaking angle; the step of determining the user's emotion type based on the first shaking information includes: S11, determine the first shaking rate based on the first shaking duration and the first shaking angle; S12, the ratio of the first shaking rate to the preset reference shaking rate is used as emotional tendency information; S13, determine the user's emotion type based on emotion tendency information.

[0067] In this embodiment, the first shaking rate can be determined based on the first shaking duration and the first shaking angle, and the ratio of the first shaking rate to a preset benchmark shaking rate can be used as emotional tendency information. Then, the user's emotional type can be determined based on the emotional tendency information.

[0068] The first shaking duration is the shaking duration when the user first physically shakes the in-vehicle screen during the interaction between the user and the vehicle, and the first shaking angle is the shaking angle when the user first physically shakes the in-vehicle screen during the interaction between the user and the vehicle.

[0069] In a specific implementation, the first shaking rate can be the ratio of the first shaking angle to the first shaking duration.

[0070] The preset baseline shaking rate can represent the rate at which the screen angle is adjusted under normal emotional conditions. You can set it according to the actual situation, for example, to 80° / s.

[0071] Sentiment information can be calculated using the following formula: E=(θ1 / t1) / v0 Where E represents emotional tendency information, θ1 represents the first shaking angle, t1 represents the first shaking duration, and v0 represents the baseline shaking rate.

[0072] When the initial shaking rate is faster than the reference shaking rate, the user may be more excited; when the initial shaking rate is similar to the reference shaking rate, the user may be more stable; when the initial shaking rate is slower than the reference shaking rate, the user may be more depressed.

[0073] This application can accurately identify a user's emotional type by analyzing the user's physical shaking of the in-vehicle screen. Specifically, it calculates the shaking rate based on the duration and angle of the user's screen shaking and compares it with a preset benchmark shaking rate to generate emotional tendency information and thus determine the user's emotional type. This method is not only simple and efficient but also reflects the user's emotional state in real time, providing a reliable basis for subsequent emotional interaction feedback and significantly improving the intelligence level and user experience of the in-vehicle interaction system.

[0074] In one optional embodiment of this application, the step of determining the user's emotion type based on emotion tendency information includes: S21, if the emotional tendency information is greater than or equal to the first threshold, then the user's emotional type is determined to be the first negative emotional type; the first negative emotional type includes excitement or anger. S22, if the emotional tendency information is less than or equal to the second threshold, then the user's emotional type is determined to be the second negative emotional type; the second negative emotional type includes depressed or sad emotions; the first threshold is greater than the second threshold; S23. If the emotional tendency information is greater than the second threshold and less than the first threshold, then the user's emotional type is determined to be a non-negative emotional type, which includes surprise or happiness.

[0075] In this embodiment of the application, if the emotional tendency information is greater than or equal to a first threshold, the user's emotional type is determined to be a first negative emotional type; the first negative emotional type includes excitement or anger.

[0076] In the specific implementation, we will take a first threshold of 1 and a second threshold of 0.8 as an example for explanation. When E≥1, it means that the first shaking rate is faster than the baseline shaking rate, and the user's emotional type may be excitement or anger.

[0077] In this embodiment, if the emotional tendency information is less than or equal to a second threshold, the user's emotional type is determined to be a second negative emotional type. The second negative emotional type includes depressed or sad emotions. The first threshold is greater than the second threshold. The first and second thresholds can be set according to actual circumstances.

[0078] In the specific implementation, when E≤0.8, it means that the first shaking rate is slower than the reference shaking rate, and the user's emotion type may be depressed or sad.

[0079] In this embodiment of the application, if the emotional tendency information is greater than the second threshold and less than the first threshold, the user's emotional type is determined to be a non-negative emotional type, which includes surprise or happiness.

[0080] When 0.8 < E < 1, it indicates that the first shaking rate is similar to the baseline shaking rate, and the user's emotional type may be surprise or happiness.

[0081] This application distinguishes user emotion types by setting thresholds, which can effectively identify user emotional states. It is simple, intuitive, and easy to implement, improving the intelligence level of the cockpit system and providing a basis for providing personalized feedback and adjustment based on user emotional states. This can significantly improve the driving experience and user satisfaction.

[0082] In one optional embodiment of this application, the second shaking information includes a second shaking duration, a second shaking angle, and a shaking frequency; the step of generating control information for the decompression interaction component based on the second shaking information includes: S31, determine the direction and distance of the decompression interactive component in the decompression game interface based on the second shaking angle; S32, determine the second rocking rate based on the second rocking duration and the second rocking angle; S33, determine the action speed of the decompression interactive component in the decompression game interface based on the second shaking rate; S34, determine the intensity of the decompression interactive component's action in the decompression game interface based on the shaking frequency; S35, take at least one of the following as control information for the decompression interaction component: direction of motion, distance of motion, speed of motion, and intensity of motion.

[0083] In this embodiment of the application, the direction and distance of the decompression interactive component in the decompression game interface can be determined based on the second shaking angle.

[0084] The second shaking duration is the shaking duration when the user physically shakes the in-vehicle screen after entering the decompression game interface; the second shaking angle is the shaking angle when the user physically shakes the in-vehicle screen after entering the decompression game interface; and the shaking frequency is the shaking frequency when the user physically shakes the in-vehicle screen after entering the decompression game interface.

[0085] The direction of movement can refer to the movement or action of the decompression interactive component within the decompression game interface, determined based on the angular range of the second shaking angle. For example, shaking clockwise corresponds to movement to the right, and shaking counterclockwise corresponds to movement to the left.

[0086] Action distance can refer to the pixel distance, physical unit displacement, or radius of action that the decompression interactive component needs to move in a specified direction within the decompression game interface, calculated based on the size of the second shaking angle.

[0087] In this embodiment of the application, the second shaking rate can be determined based on the second shaking duration and the second shaking angle, and the action speed of the interactive component in the decompression game interface can be determined based on the second shaking rate.

[0088] In practical implementation, the ratio of the second shaking angle to the second shaking duration can be used as the second shaking rate. Then, through a preset mapping rule, the second shaking rate can be converted into a parameter controlling the speed of movement of the decompression interactive component within the decompression game interface, i.e., the action speed. The mapping rule can be a simple linear ratio; for example, a higher rate results in a faster action speed.

[0089] In this embodiment, the intensity of the decompression interaction component's action in the decompression game interface can be determined based on the shaking frequency, and at least one of the action direction, action distance, action speed, and action intensity can be used as control information for the decompression interaction component.

[0090] Among them, action intensity can refer to the specific actions performed by interactive components in the decompression game interface, such as collision effects, particle emission rate, or visual effects, and can represent the intensity or energy level of the effects.

[0091] In practical implementation, the user's second shaking information during the game interaction phase can be analyzed first to identify the number of repetitions of this action per unit time, i.e., the shaking frequency. The unit time can be set according to the actual situation. Then, based on a preset conversion rule, the identified shaking frequency value can be mapped to the intensity or energy level parameter of the action performed by the interactive component in the game interface, i.e., the action intensity. For example, a higher shaking frequency corresponds to a stronger virtual impact effect, a faster particle emission rate, or a brighter visual effect.

[0092] This application embodiment analyzes the user's second shaking information to generate control information for the decompression interaction component, achieving precise control over the component's movement direction, distance, speed, and intensity. This enhances the interactivity and realism of the decompression game interface, increasing user engagement and immersion. It also significantly improves the emotional interaction experience of the smart cockpit, allowing users to receive rich feedback through simple shaking operations, further enhancing the effectiveness of emotion regulation.

[0093] In one optional embodiment of this application, the decompression game interface includes at least one virtual item, which may be an item in the decompression game interface used to interact with the decompression interactive component.

[0094] The vehicle cabin includes at least one of the following: seats, audio system, climate control system, lighting system, and fragrance system.

[0095] Vibrators, air bags, or heating / ventilation units can be integrated into the seat to provide tactile or haptic feedback; Audio components may include vehicle speakers and amplifier systems for playing specific audio content or generating ambient sound effects; Temperature control components may include the vehicle's air conditioning system, which can adjust the outlet air temperature, air volume, and air direction; Lighting components may include ambient lighting, reading lights, and other light sources, and their brightness, color, and dynamic change modes can be controlled. Fragrance components can refer to scent release devices integrated into the cabin, capable of releasing scent molecules of different types and concentrations as needed.

[0096] If the decompression interaction component is detected to have achieved the preset decompression game objective, the steps to generate the first decompression feedback information and send it to the user include: S41, In the decompression game interface, if it is detected that the decompression interaction component has moved to the preset target area or that the decompression interaction component has completed interaction with at least one virtual item, then it is confirmed that the decompression game objective has been achieved. S42, in response to the achievement of the decompression game objective, generates first decompression feedback information for providing positive emotional reinforcement; wherein, the first decompression feedback information includes instructions for driving at least one of the in-vehicle screen, seat, audio component, temperature control component, lighting component and fragrance component to perform positive emotional reinforcement operation; S43, based on the first decompression feedback information, controls at least one of the corresponding in-vehicle screen, seat, audio component, temperature control component, lighting component and fragrance component to perform a positive emotion enhancement operation on the user.

[0097] In this embodiment of the application, in the decompression game interface, if it is detected that the decompression interaction component moves to the preset target area or that the decompression interaction component completes interaction with at least one virtual item, then it is confirmed that the decompression game objective has been achieved.

[0098] In a practical implementation, for example, the decompression game interface might display a goal-scoring game. The goal of the decompression game could be to move a small ball, which serves as the decompression interaction component, to a preset target area to score a goal. Upon moving the small ball to the preset target area, the decompression game goal is confirmed to have been achieved.

[0099] For example, the decompression game interface displays a card-finding game. The goal of the decompression game could be to move a randomly selected target card from several cards used as decompression interactive components to a preset target area to find the target card. Upon moving the target card to the preset target area, the decompression game goal is confirmed to have been achieved.

[0100] For example, the decompression game interface displays an item-catching game. The goal of the decompression game could be to use a basket, which serves as a decompression interaction component, to catch virtual items displayed on the decompression game interface. Upon catching a virtual item with the basket, the decompression game goal is confirmed to have been achieved. This application does not limit the specific game format; the decompression game goal can be set according to the actual game situation.

[0101] In this embodiment of the application, in response to the achievement of the decompression game objective, first decompression feedback information for providing positive emotional reinforcement is generated. The first decompression feedback information includes instructions for driving at least one of the following components to perform a positive emotional reinforcement operation: the in-vehicle screen, seat, audio assembly, temperature control assembly, lighting assembly, and fragrance assembly.

[0102] In practice, the instructions used to drive the in-vehicle screen to perform positive emotion reinforcement operations can control the in-vehicle screen to display visual content with celebratory, rewarding, or positive connotations, such as dynamic victory animations, blooming effects, positive slogans, or visual feedback of a significant increase in points.

[0103] The commands used to drive the seat to perform positive emotion-enhancing actions can be to control the seat's built-in vibrators or motion mechanisms to perform tactile feedback of a specific rhythm, intensity, or pattern, such as short, powerful, celebratory vibrations.

[0104] Commands used to drive the audio components to perform positive emotion reinforcement operations can control the audio components to play pre-recorded or real-time generated audio, such as rousing victory sound effects, cheers, an uplifting musical clip, or encouraging voice prompts.

[0105] Instructions used to drive the thermostat to perform positive emotion-enhancing actions can be used to control the thermostat, such as an air conditioning system adjusting airflow parameters, such as briefly increasing or decreasing the airflow temperature or changing the airflow mode, to produce an invigorating or refreshing physical stimulus.

[0106] Commands used to drive lighting components to perform positive mood-enhancing actions can control lighting components, such as ambient lights, to change their luminous properties, such as quickly switching to bright, vibrant colors, and performing dynamic effects such as flashing and flowing light, in order to create a warm and festive lighting environment.

[0107] The instructions used to drive fragrance components to perform positive mood-enhancing operations can control the fragrance components to release specific types and concentrations of scent molecules, such as briefly releasing invigorating citrus, mint, or other scents associated with positive emotions, thereby enhancing pleasure through the sense of smell.

[0108] In this embodiment of the application, at least one of the corresponding in-vehicle screen, seat, audio component, temperature control component, lighting component and fragrance component can be controlled to perform a positive emotion enhancement operation on the user according to the instruction used to drive the positive emotion enhancement operation in the first decompression feedback information.

[0109] This application embodiment detects that a preset stress-relief game goal has been achieved through a stress-relief interaction component, generates first stress-relief feedback information, and provides it to the user, effectively enhancing the user's positive emotional experience. Specifically, when the user completes the stress-relief game goal, first stress-relief feedback information containing various in-vehicle device commands can be generated, such as controlling the in-vehicle screen to display celebratory content, providing seat vibration feedback, playing positive sound effects through the audio system, adjusting body temperature through the temperature control component, creating a light environment through the lighting component, and releasing pleasant fragrances through the aromatherapy component. This multi-sensory collaborative feedback mechanism can comprehensively enhance the user's positive emotions, increase the fun and immersion of the stress-relief game, and improve the richness and satisfaction of the user experience.

[0110] In one optional embodiment of this application, the method further includes the following steps: S51, if the decompression game objective is not detected within a preset time period, then a second decompression feedback message is generated to provide emotional comfort based on the user's emotional type; wherein, the second decompression feedback message includes instructions for driving at least one of the in-vehicle screen, seat, audio component, temperature control component, lighting component and fragrance component to perform emotional comfort operation; S52, based on the second decompression feedback information, controls at least one of the corresponding in-vehicle screen, seat, audio component, temperature control component, lighting component and fragrance component to perform an emotional soothing operation on the user.

[0111] In this embodiment, if the stress-relief game objective is not achieved within a preset time period, a second stress-relief feedback message is generated to provide emotional comfort based on the user's emotional type. The preset time period can be set according to actual conditions; specifically, it can be set to twice the average time required to achieve the stress-relief game objective.

[0112] The second decompression feedback information can refer to a set of multimodal instructions that are automatically generated and output when the decompression game objective is not detected within a preset time period, and are intended to provide emotional comfort.

[0113] In practice, if the goal of the stress-relief game is not achieved within the preset time, it means that the user is still immersed in negative emotions and is unwilling to participate in the stress-relief game. At this time, a second stress-relief feedback message is generated to provide emotional comfort based on the user's emotional type and fed back to the user.

[0114] The second decompression feedback information includes instructions for driving at least one of the in-vehicle screen, seat, audio components, temperature control components, lighting components, and fragrance components to perform an emotion-soothing operation.

[0115] In practical implementation, the commands used to drive the in-vehicle screen to perform emotion-soothing operations can control the screen to display gentle, non-task-oriented visual content. For example, for depressed or sad emotions, slowly falling warm light spots or dynamic wallpapers showcasing tranquil natural scenes can be displayed. For excited or angry emotions, fluid animations with reduced color saturation and slow movement or deep breathing guidance patterns can be displayed.

[0116] Commands used to drive the seat to perform emotionally soothing operations can control the seat's built-in vibrators or motion mechanisms to provide soothing, rhythmic tactile feedback. For example, for depressed or sad emotions, a gentle, slow wave-like massage can be performed. For agitated or angry emotions, a deep, steady, slow vibration can be performed to simulate a soothing rhythm.

[0117] Commands used to drive the audio components to perform emotional calming operations can control the audio components to play audio content specifically designed for calming or soothing. For example, for depressed or sad emotions, warm, calming instrumental music or natural white noise can be played. For agitated or angry emotions, low-frequency, steady ambient music or guided meditation sounds can be played.

[0118] Commands used to drive the temperature control component to perform emotion-soothing operations can control the component to adjust to the most suitable body temperature for the emotion type. For example, for depressed or sad emotions, the temperature is adjusted to a slightly warm, comfortable range, and gentle surround airflow is activated. For agitated or angry emotions, the temperature is adjusted to a slightly cool, comfortable range, and a gentle breeze is increased.

[0119] Commands used to drive lighting components to perform mood-soothing operations can control the lighting components to present a calming light environment. For example, for depressed or sad emotions, the light is adjusted to a soft, warm tone and kept at a constant low brightness. For excited or angry emotions, the light is adjusted to a cooler tone and can be accompanied by slow, breathing-like changes in brightness.

[0120] Instructions for driving the fragrance components to perform mood-soothing operations can control the fragrance components to release scents with a clear calming effect. For example, for depressed or sad emotions, warm and comforting scents such as vanilla and sandalwood can be released. For agitated or angry emotions, calming and relaxing scents such as lavender and chamomile can be released.

[0121] In this embodiment of the application, according to the instructions for driving the emotion-soothing operation in the second decompression feedback information, at least one of the corresponding in-vehicle screen, seat, audio component, temperature control component, lighting component and fragrance component is controlled to perform an emotion-soothing operation on the user.

[0122] This application generates multimodal secondary decompression feedback information, which can effectively soothe users' emotions and improve user experience. It can combine multiple senses such as sight, touch, hearing, temperature, lighting, and fragrance to provide comprehensive emotional soothing. It can provide targeted soothing strategies according to different emotion types, and automatically trigger if the decompression goal is not achieved within a preset time to ensure timely intervention, thereby improving the comfort of the in-vehicle environment and enhancing users' dependence on and satisfaction with the vehicle.

[0123] In one optional embodiment of this application, before the step of obtaining first shaking information in response to a user shaking the vehicle screen, the method further includes: S61, determine whether the vehicle is stationary and detect the number of occupants inside the vehicle; S62, if the vehicle is stationary and the number of occupants is the preset number of occupants, then determine whether the in-vehicle screen is shaking. S63, when the in-vehicle screen is being shaken, obtain the initial shaking duration and initial shaking angle; S64, determine the initial shaking rate based on the initial shaking duration and the initial shaking angle; S65, determine the initial shaking rate of change based on the initial shaking duration and the initial shaking rate; S66, if the initial shaking rate is greater than the preset rate of change threshold, it is determined that the user is shaking the vehicle screen, and the initial shaking duration and initial shaking angle are used as the first shaking information.

[0124] In this embodiment, before obtaining the first shaking information in response to the user shaking the vehicle screen, it can be determined whether the vehicle is stationary and the number of occupants inside the vehicle can be detected. If the vehicle is stationary and the number of occupants inside the vehicle is a preset number, then it is determined whether the vehicle screen is shaking. The preset number of occupants can be set according to actual needs.

[0125] In the specific implementation, taking a preset occupant count of 1 as an example, to ensure the appropriateness and safety of the interaction scenario, before executing the interaction process, firstly, it can be confirmed by checking if the gear is in P (Park) to determine if the vehicle is currently stationary. Secondly, it checks if the actual number of occupants in the vehicle is the preset single person. Only when both conditions of "vehicle stationary" and "only one person in the vehicle" are met will it further monitor whether the in-vehicle screen has been shaken by the user, thereby initiating the subsequent emotion recognition and interaction process. This ensures that emotional interaction is only triggered in safe and private personal scenarios.

[0126] In this embodiment of the application, when the vehicle screen is in a shaking state, the initial shaking duration and initial shaking angle are obtained, the initial shaking rate is determined based on the initial shaking duration and initial shaking angle, and the initial shaking change rate is determined based on the initial shaking duration and initial shaking rate. If the initial shaking change rate is greater than a preset change rate threshold, it is determined that the user is shaking the vehicle screen, and the initial shaking duration and initial shaking angle are used as the first shaking information.

[0127] The initial shaking duration is the shaking duration recorded when the screen shaking is first detected, and the initial shaking angle is the shaking angle recorded when the screen shaking is first detected.

[0128] The initial rocking rate can be the ratio of the initial rocking angle to the initial rocking duration. The initial rate of change of rocking can also be the ratio of the initial rocking rate to the initial rocking duration.

[0129] The rate of change threshold is a preset critical value used to determine whether the shaking action is smooth. If the calculated initial shaking rate of change is greater than the rate of change threshold, it indicates that the shaking is not smooth and continuous, which meets the characteristics of manual operation, and the action is determined to be a valid user manual operation. The initial shaking duration and initial shaking angle are used as the first shaking duration and the first shaking angle to constitute the first shaking information. In this embodiment, the angle of the vehicle screen can be adjusted manually by the user or mechanically by means of voice or touch.

[0130] If the initial rate of change of the shaking is less than or equal to the rate of change threshold, it indicates that the shaking is smooth and continuous, which is consistent with the characteristics of mechanical adjustment. Therefore, the action is determined to be a mechanically controlled operation, rather than a manual operation by the user.

[0131] This application ensures the safety and privacy of the interaction scenario by determining whether the vehicle is stationary and whether the number of occupants meets preset conditions before the user shakes the in-vehicle screen. Simultaneously, by acquiring the initial shaking duration, initial shaking angle, and initial shaking rate, and calculating the initial shaking change rate, it further determines whether the shaking action is manually operated by the user, thereby filtering out interference from mechanical operations. This not only improves the accuracy and reliability of the interaction but also provides users with a safe, private, and effective emotional interaction environment, significantly enhancing the emotional interaction experience of the smart cockpit.

[0132] In the specific implementation, refer to Figure 5 The diagram shows a logical flowchart of a vehicle interaction method provided in one embodiment of this application.

[0133] The process begins with the user unlocking the vehicle. Then, it checks whether the passenger is inside the vehicle and whether the vehicle is stationary. If the passenger is inside the vehicle and the vehicle is stationary, the process proceeds to the next step. If the passenger is not inside the vehicle and the vehicle is not stationary, the process ends.

[0134] The system detects the number of occupants inside the vehicle and determines whether it matches the preset number. For example, it checks if there is only one person inside. If there is only one person, the system proceeds to the next step; otherwise, the process ends.

[0135] Determine if the user manually shakes the in-vehicle screen. If yes, proceed to the next step; otherwise, the process ends.

[0136] In response to the user shaking the in-vehicle screen, the system obtains the first shaking information and determines the user's emotion type based on the first shaking information.

[0137] If the user's emotional state is negative, a stress-relieving game interface and interactive prompts will be displayed on the in-vehicle screen. The prompts will encourage the user to shake the screen again to start the game. If the user's emotional state is not negative, the process will end.

[0138] In response to the user shaking the in-vehicle screen again, a second shaking information is obtained. Based on the second shaking information, control information for the decompression interaction component is generated. In the decompression game interface, the decompression interaction component is controlled to perform actions according to the control information. If the decompression interaction component is detected to have achieved the preset decompression game goal, a first decompression feedback information is generated and fed back to the user, and the process ends.

[0139] In the specific implementation, refer to Figure 6 The diagram shows a schematic representation of the components of an intelligent cockpit system according to an embodiment of this application.

[0140] The intelligent cockpit system includes: a cockpit domain controller, a vehicle information unit, a central control screen, a driver monitoring system, a rotary mechanism control system, a driver's seat module, a passenger seat module, an ambient lighting actuator, and an external power amplifier. The modules exchange data and commands via CAN FD, Ethernet, LIN bus, and A2B audio bus.

[0141] Specifically, the CDC (Cockpit Domain Controller) is the core processor of the system, responsible for integrating all entertainment, instrument and interactive functions in the cockpit, and running emotion semantic recognition algorithms.

[0142] VIU0 and VIU1 (Vehicle Information Unit) are vehicle data acquisition and preprocessing nodes that collect information from various sensors and buses to provide vehicle status and environmental data to the CDC. VIU0 can refer to the vehicle's main information processing unit, which is responsible for integrating sensor data from core systems such as the body, powertrain, and chassis, including vehicle speed, gear position, steering angle, and battery status, to provide basic vehicle dynamics and status information to the cockpit system.

[0143] VIU1 can refer to the vehicle's auxiliary information processing unit, which is responsible for processing data directly related to passenger experience, such as information from in-vehicle temperature and humidity sensors, occupant occupancy detection, and external weather and light sensors, providing input for cabin comfort and personalized functions.

[0144] CDS (Center Drive Screen) is the main visual interface in the car, used to display the decompression game interface and interactive prompts.

[0145] DMS (Driver Monitor System) can capture real-time facial images of drivers through cameras, and can be used for fatigue monitoring, etc.

[0146] OMS (Occupant Monitoring System) can monitor the presence, posture, and identity of passengers in seats other than the driver in a vehicle, and can be expanded to monitor passenger behavior, such as whether they are wearing seat belts or making any abnormal movements.

[0147] RCCS (Rotating Center Control System) is a dedicated controller for controlling the rotation and position adjustment of the central control screen. In this embodiment, the rotating center control system installed on the vehicle screen support structure can collect the shaking angle, shaking duration, shaking frequency, etc., and is a key execution and feedback unit for the physical interaction between the user and the vehicle screen.

[0148] The SMD (Driver Seat Module) can control the driver's seat posture, heating and ventilation, and the vibration feedback function integrated in this application.

[0149] The SMP (Passenger Seat Module) can control functions related to the passenger seat and can also be used as one of the inputs for multi-passenger status detection in this application.

[0150] ALA (Atmosphere Lighting Actuator) can control the color, brightness, and dynamic effects of ambient lighting in a vehicle, used to adjust the ambient light to match one's mood.

[0151] An EPA (extended power amplifier) ​​can drive speakers to output audio signals for playing alerts, music, or emotional interactive sound effects.

[0152] LVDS (Low-Voltage Differential Signaling) is used for high-speed transmission of video signals between the central control screen and the CDC, ensuring stable and clear display content.

[0153] CAN FD (Controller Area Network With Flexible Data Rate) is used to connect major control units such as CDC, VIU, DMS, and RCCS to achieve high-bandwidth, low-latency critical data exchange.

[0154] ETH (Ethernet) is used for high-speed data communication between CDC and VIU modules, supporting high-volume audio, video and diagnostic data transmission.

[0155] LIN (Local Interconnect Network) is used as a supplement to the CAN network to control cost-sensitive actuators with low speed requirements, such as ALA and seat modules.

[0156] A2B (Audio Bus) is a high-fidelity digital audio transmission network specifically designed to connect EPAs and speakers, ensuring pure sound quality.

[0157] Hardwired connections refer to signal or power lines directly connected by physical wires. They can be used for point-to-point transmission, are independent of bus protocols, and offer high real-time performance. In the embodiments of this application, hardwired connections can be used to connect external power amplifiers and speakers.

[0158] Reference Figure 7 The diagram shows a structural schematic of a vehicle interaction device according to an embodiment of this application. The device includes: The first shaking information acquisition module 701 is used to acquire first shaking information in response to the user shaking the vehicle screen; The emotion type determination module 702 is used to determine the user's emotion type based on the first shaking information; The game interface display module 703 displays a stress-relief game interface and interactive prompts on the vehicle screen when the user's emotional type is negative. The stress-relief game interface includes stress-relief interactive components. The interactive prompts are used to prompt the user to shake the vehicle screen again to start the game. The second shaking information acquisition module 704 is used to acquire second shaking information in response to the user shaking the vehicle screen again. The control information generation module 705 is used to generate control information for the decompression interaction component based on the second shaking information. The interactive component action module 706 is used to control the decompression interactive component to perform actions according to the control information in the decompression game interface; The first decompression feedback module 707 is used to generate first decompression feedback information and send it to the user if the decompression interaction component detects that the preset decompression game goal has been achieved.

[0159] Optionally, the first shaking information includes the first shaking duration and the first shaking angle; the emotion type determination module 702 includes: The first rocking rate determination submodule is used to determine the first rocking rate based on the first rocking duration and the first rocking angle; The emotional tendency information determination submodule is used to take the ratio of the first shaking rate to the preset benchmark shaking rate as emotional tendency information. The user emotion type determination submodule is used to determine the user's emotion type based on the emotion tendency information.

[0160] Optionally, the user emotion type determination submodule includes: The first emotion type determination unit is used to determine the user's emotion type as a first negative emotion type if the emotion tendency information is greater than or equal to a first threshold; the first negative emotion type includes excitement or anger. The second emotion type determination unit is used to determine the user's emotion type as a second negative emotion type if the emotion tendency information is less than or equal to a second threshold; the second negative emotion type includes depressed emotion or sad emotion; the first threshold is greater than the second threshold; The third emotion type determination unit is used to determine that the user's emotion type is a non-negative emotion type if the emotion tendency information is greater than the second threshold and less than the first threshold. The non-negative emotion type includes surprise or happiness.

[0161] Optionally, the second rocking information includes a second rocking duration, a second rocking angle, and a rocking frequency; the control information generation module 705 includes: The first action determination submodule is used to determine the action direction and action distance of the decompression interaction component in the decompression game interface based on the second shaking angle. The second rocking rate determination submodule is used to determine the second rocking rate based on the second rocking duration and the second rocking angle. The second action determination submodule is used to determine the action speed of the decompression interaction component in the decompression game interface based on the second shaking rate. The third action determination submodule is used to determine the action intensity of the decompression interaction component in the decompression game interface based on the shaking frequency. The control information determination submodule is used to use at least one of the action direction, the action distance, the action speed, and the action intensity as control information for the decompression interaction component.

[0162] Optionally, the decompression game interface includes at least one virtual item, and the vehicle cabin includes at least one of a seat, an audio component, a climate control component, a lighting component, and a fragrance component; the first decompression feedback module 707 includes: The goal achievement submodule is used to confirm that the decompression game goal has been achieved if the decompression interaction component moves to a preset target area or the decompression interaction component completes an interaction with at least one virtual item in the decompression game interface. The first decompression feedback information generation submodule is used to generate first decompression feedback information to provide positive emotional reinforcement in response to the achievement of the decompression game goal; wherein, the first decompression feedback information includes instructions for driving at least one of the in-vehicle screen, the seat, the audio component, the temperature control component, the lighting component and the fragrance component to perform positive emotional reinforcement operations; The first decompression feedback information execution submodule is used to control at least one of the corresponding in-vehicle screen, the seat, the audio component, the temperature control component, the lighting component and the fragrance component to perform the positive emotion enhancement operation on the user based on the first decompression feedback information.

[0163] Optionally, the device further includes: The second decompression feedback information generation submodule is used to generate second decompression feedback information to provide emotional comfort based on the user's emotion type if the decompression game goal is not detected within a preset time period; wherein, the second decompression feedback information includes instructions to drive at least one of the vehicle screen, the seat, the audio component, the temperature control component, the lighting component and the fragrance component to perform an emotional comfort operation; The second decompression feedback information execution submodule is used to control at least one of the corresponding in-vehicle screen, the seat, the audio component, the temperature control component, the lighting component and the fragrance component to perform the emotion soothing operation on the user based on the second decompression feedback information.

[0164] Optionally, the device further includes: The status determination module is used to determine whether the vehicle is stationary and to detect the number of occupants inside the vehicle. The shaking state determination module is used to determine whether the vehicle screen is shaking if the vehicle is stationary and the number of occupants is a preset number. The initial shaking information acquisition module is used to acquire the initial shaking duration and initial shaking angle when the vehicle screen is in a shaking state. An initial rocking rate acquisition module is used to determine the initial rocking rate based on the initial rocking duration and the initial rocking angle; An initial shaking change rate acquisition module is used to determine the initial shaking change rate based on the initial shaking duration and the initial shaking rate; The manual shaking determination module is used to determine that the user is shaking the vehicle screen if the initial shaking rate is greater than a preset rate of change threshold, and to use the initial shaking duration and initial shaking angle as the first shaking information.

[0165] One embodiment of this application also provides a vehicle that may include a processor, a memory, and a computer program stored in the memory and capable of running on the processor, wherein the computer program, when executed by the processor, implements the method described above.

[0166] An embodiment of this application also provides a computer-readable storage medium on which a computer program is stored, and when the computer program is executed by a processor, it implements the method described above.

[0167] It should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, data stored, data displayed, etc.) involved in this application are all information and data authorized by the user or fully authorized by all parties. Furthermore, the collection, use and processing of the relevant data must comply with the relevant laws, regulations and standards of the relevant countries and regions, and corresponding operation entry points are provided for users to choose to authorize or refuse.

[0168] The various embodiments in this specification are described in a progressive manner, with each embodiment focusing on the differences from other embodiments. The same or similar parts between the various embodiments can be referred to each other.

[0169] Those skilled in the art will understand that embodiments of this application can be provided as methods, apparatus, or computer program products. Therefore, embodiments of this application can take the form of entirely hardware embodiments, entirely software embodiments, or embodiments combining software and hardware aspects. Furthermore, embodiments of this application can take the form of computer program products implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0170] This application describes embodiments with reference to flowchart illustrations and / or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of this application. It should be understood that each block of the flowchart illustrations and / or block diagrams, and combinations of blocks in the flowchart illustrations and / or block diagrams, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, special-purpose computer, embedded processor, or other programmable data processing terminal device to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal device, generate instructions for implementing the flowchart illustrations. Figure 1 One or more processes and / or boxes Figure 1 A device that provides the functions specified in one or more boxes.

[0171] These computer program instructions may also be stored in a computer-readable storage medium that can direct a computer or other programmable data processing terminal device to operate in a particular manner, such that the instructions stored in the computer-readable storage medium produce an article of manufacture including instruction means, which are implemented in a process Figure 1 One or more processes and / or boxes Figure 1 The function specified in one or more boxes.

[0172] These computer program instructions can also be loaded onto a computer or other programmable data processing terminal equipment, causing a series of operational steps to be performed on the computer or other programmable terminal equipment to produce a computer-implemented process, thereby providing instructions that execute on the computer or other programmable terminal equipment for implementing the process. Figure 1 One or more processes and / or boxes Figure 1 The steps of the function specified in one or more boxes.

[0173] Although preferred embodiments of the present application have been described, those skilled in the art, upon learning the basic inventive concept, can make other modifications and updates to these embodiments. Therefore, the appended claims are intended to be interpreted as including the preferred embodiments as well as all modifications and updates falling within the scope of the embodiments of the present application.

[0174] Finally, it should be noted that in this document, relational terms such as "first" and "second" are used only to distinguish one entity or operation from another, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Furthermore, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or terminal device 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 terminal device. Without further limitations, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or terminal device that includes the aforementioned element.

[0175] The above provides a detailed description of the in-vehicle screen interaction method, device, vehicle, and medium. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the above embodiments are only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.

Claims

1. A method for interacting with an in-vehicle screen, characterized in that, The method includes: In response to the user shaking the in-vehicle screen, first shaking information is obtained; Determine the user's emotion type based on the first shaking information; When the user's emotional type is negative, a stress-relief game interface and interactive prompts are displayed on the in-vehicle screen; the stress-relief game interface includes stress-relief interactive components; the interactive prompts are used to prompt the user to shake the in-vehicle screen again to start the game. In response to the user shaking the in-vehicle screen again, a second shaking information is obtained; Control information for the decompression interaction component is generated based on the second shaking information; In the decompression game interface, the decompression interaction component is controlled to perform actions according to the control information; If the decompression interaction component is detected to have achieved the preset decompression game objective, then a first decompression feedback message is generated and sent to the user.

2. The method according to claim 1, characterized in that, The first shaking information includes a first shaking duration and a first shaking angle; the step of determining the user's emotion type based on the first shaking information includes: The first shaking rate is determined based on the first shaking duration and the first shaking angle; The ratio of the first shaking rate to the preset benchmark shaking rate is used as emotional tendency information; The user's emotion type is determined based on the emotion tendency information.

3. The method according to claim 2, characterized in that, The step of determining the user's emotion type based on the emotion tendency information includes: If the emotional tendency information is greater than or equal to the first threshold, then the user's emotional type is determined to be a first negative emotional type; the first negative emotional type includes excitement or anger. If the emotional tendency information is less than or equal to the second threshold, then the user's emotional type is determined to be a second negative emotional type; the second negative emotional type includes depressed or sad emotions; the first threshold is greater than the second threshold; If the emotional tendency information is greater than the second threshold and less than the first threshold, then the user's emotional type is determined to be a non-negative emotional type, which includes surprise or happiness.

4. The method according to claim 1, characterized in that, The second shaking information includes a second shaking duration, a second shaking angle, and a shaking frequency; the step of generating control information for the decompression interaction component based on the second shaking information includes: The direction and distance of the decompression interactive component in the decompression game interface are determined based on the second shaking angle. The second shaking rate is determined based on the second shaking duration and the second shaking angle; The movement speed of the decompression interactive component in the decompression game interface is determined based on the second shaking rate; The intensity of the decompression interaction component's action in the decompression game interface is determined based on the shaking frequency. At least one of the action direction, the action distance, the action speed, and the action intensity is used as control information for the decompression interaction component.

5. The method according to claim 1, characterized in that, The decompression game interface includes at least one virtual item, and the vehicle cabin includes at least one of a seat, an audio component, a climate control component, a lighting component, and a fragrance component; the step of generating first decompression feedback information and feeding it back to the user if the decompression interaction component is detected to have achieved a preset decompression game goal includes: In the decompression game interface, if the decompression interaction component is detected to have moved to a preset target area or the decompression interaction component is detected to have completed an interaction with at least one virtual item, then the decompression game objective is confirmed to have been achieved. In response to the achievement of the decompression game objective, a first decompression feedback message is generated to provide positive emotional reinforcement; wherein the first decompression feedback message includes instructions for driving at least one of the in-vehicle screen, the seat, the audio component, the temperature control component, the lighting component and the fragrance component to perform a positive emotional reinforcement operation; Based on the first decompression feedback information, control at least one of the corresponding in-vehicle screen, the seat, the audio component, the temperature control component, the lighting component, and the fragrance component to perform the positive emotion enhancement operation on the user.

6. The method according to claim 5, characterized in that, The method further includes: If the decompression game objective is not achieved within a preset time period, a second decompression feedback message is generated to provide emotional comfort based on the user's emotion type; wherein, the second decompression feedback message includes instructions to drive at least one of the in-vehicle screen, the seat, the audio component, the temperature control component, the lighting component, and the fragrance component to perform an emotional comfort operation; Based on the second decompression feedback information, control at least one of the corresponding in-vehicle screen, the seat, the audio component, the temperature control component, the lighting component, and the fragrance component to perform the emotion-soothing operation on the user.

7. The method according to claim 1, characterized in that, Before the step of obtaining first shaking information in response to the user shaking the in-vehicle screen, the method further includes: Determine if the vehicle is stationary and check the number of occupants inside; If the vehicle is stationary and the number of occupants inside is the preset number, then determine whether the in-vehicle screen is in a shaking state. When the vehicle screen is in a shaking state, the initial shaking duration and initial shaking angle are obtained; The initial shaking rate is determined based on the initial shaking duration and the initial shaking angle; The initial shaking rate is determined based on the initial shaking duration and the initial shaking rate; If the initial shaking rate of change is greater than a preset rate of change threshold, it is determined that the user is shaking the in-vehicle screen, and the initial shaking duration and initial shaking angle are used as the first shaking information.

8. A vehicle-mounted screen interaction device, characterized in that, The device includes: The first shaking information acquisition module is used to acquire first shaking information in response to the user shaking the vehicle screen; An emotion type determination module is used to determine the user's emotion type based on the first shaking information; The game interface display module displays a stress-relief game interface and interactive prompts on the in-vehicle screen when the user's emotional type is negative. The stress-relief game interface includes stress-relief interactive components. The interactive prompts are used to prompt the user to shake the in-vehicle screen again to start the game. The second shaking information acquisition module is used to acquire second shaking information in response to the user shaking the vehicle screen again. The control information generation module is used to generate control information for the decompression interaction component based on the second shaking information; An interactive component action module is used to control the decompression interactive component to perform actions according to the control information in the decompression game interface; The first decompression feedback module is used to generate first decompression feedback information and send it to the user if the decompression interaction component detects that the preset decompression game goal has been achieved.

9. A vehicle, characterized in that, It includes a processor, a memory, and a program or instructions stored on the memory and executable on the processor, wherein the program or instructions, when executed by the processor, implement the method as described in any one of claims 1-7.

10. A readable storage medium, characterized in that, The readable storage medium stores a program or instructions that, when executed by a processor, implement the method as described in any one of claims 1-7.