Method, electronic device and computer readable storage medium for playing an animation

CN122593675APending Publication Date: 2026-08-18HUAWEI TECH CO LTD
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Patent Information

Application Number
CN202610480381.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-04-10
Publication Date
2026-08-18

AI Technical Summary

Technical Problem

[0003]为此,本申请提供了一种播放动画的方法、电子设备和计算机可读存储介质,该方法解决了现有技术中行驶里程勋章交互形式单一、情感体验不足的问题

Benefits of technology

[0070] In a seventeenth aspect, embodiments of this application provide a chip system including a processing circuit and a storage medium storing computer program instructions; when the computer program instructions are executed by the processing circuit, they implement the methods described in the second aspect and various possible implementations of the second aspect.

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Abstract

A method, an electronic device and a computer readable storage medium for playing an animation, the method comprising: playing the first animation on at least one display screen during the target virtual object is in the first stage, and obtaining the target parameter; when the target parameter reaches the parameter threshold corresponding to the second stage, playing the second animation on the at least one display screen, the second animation comprising a dynamic transition process of the target virtual object switching from a first form of the first stage to a second form of the second stage. The method can solve the problem of single interaction form and insufficient emotional experience of the driving mileage medal in the prior art.
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Description

Technical Field

[0001] This application relates to the field of terminal technology, and in particular to methods for playing animations, electronic devices, and computer-readable storage media. Background Technology

[0002] With the development of smart cockpit technology, vehicles are no longer simply means of transportation, but rather a third living space integrating travel, entertainment, and emotional interaction. To enhance the driving experience and emotional connection, some existing high-end models have integrated "mileage badges" into their instrument panels or central control displays. These badges work by displaying a virtual badge icon on the instrument panel or central control display when vehicle driving data reaches a certain value, along with a simple text message such as "Congratulations on accumulating 200,000 kilometers." However, these mileage badges have significant drawbacks. The interaction is simplistic, relying solely on static badges and simple text prompts for feedback, failing to meet users' emotional needs in in-car scenarios. Summary of the Invention

[0003] To address this, this application provides a method for playing animations, an electronic device, and a computer-readable storage medium, which solves the problems of limited interactive forms and insufficient emotional experience in existing technologies for driving mileage badges.

[0004] To achieve the above objectives, this application adopts the following technical solution: In a first aspect, a method for playing an animation is provided, applied to a first device, wherein the first device pre-stores multiple sets of animation data for a target virtual object, the multiple sets of animation data including at least first animation data and second animation data, the first animation data being used to determine a first animation of the target virtual object in a first stage, and the second animation data being used to determine a second animation of the target virtual object in a second stage, the first stage and the second stage being two stage intervals divided according to target parameters; the method includes: During the first phase of the target virtual object, a first animation is played on at least one display screen, and target parameters are acquired; when the target parameters reach the parameter threshold corresponding to the second phase, a second animation is played on at least one display screen, the second animation including a dynamic transition process of the target virtual object switching from the first form of the first phase to the second form of the second phase.

[0005] The above method can be executed by the first device, or by a module (such as a processor, chip, or chip system) applied in the first device, or by a logic module or software that can implement all or part of the functions of the first device.

[0006] In this method, the first device divides the target parameters into multiple stage intervals, such as the first stage and the second stage. For different stage intervals, the first device configures multiple sets of animation data, such as the first animation data and the second animation data, to construct a virtual object interactive display system that dynamically evolves with changes in the target parameters. This design changes the single feedback form of existing technologies that only use static badges and text prompts, providing a more immersive new experience for smart device interaction.

[0007] Specifically, the target virtual object will display stage animations matching its different stages. The first animation plays in the first stage, and when the target parameters reach the threshold of the second stage, a second animation plays, showing the dynamic transition from the first to the second form. This creates a clear sense of growth, progression, and ritual. Users can intuitively perceive the accumulation of target parameters and witness the dynamic growth and form changes of the virtual object, significantly enhancing positive incentives for user behavior and increasing the sense of accomplishment and enjoyment during use. Furthermore, this method upgrades the feedback format from traditional "passive prompts" to active, vivid, and emotionally rich animation through segmented playback of multiple sets of animation data, effectively meeting users' emotional interaction needs during use. The animations can be flexibly displayed on at least one screen, not limited to specific devices or display structures, improving the versatility and scene adaptability of the display method.

[0008] In summary, the first device achieves a comprehensive upgrade from static prompts to dynamic, progressive, and emotional animation interaction by playing different animations of the target virtual object in stages based on target parameters and displaying form transition animations (such as the second animation) when switching stages. This solves the technical problems of existing technologies such as single feedback forms, insufficient emotional experience, and low interactive fun, significantly enhances the emotional connection between users and devices, and provides a better and richer user experience for intelligent interaction in multiple scenarios.

[0009] In one possible implementation, after playing the second animation on at least one display screen, the method further includes: playing a third animation on at least one display screen, wherein the third animation is a first static animation or a first low-dynamic display animation of the target virtual object in the second stage, the dynamic change degree of the first low-dynamic display animation is lower than a first preset dynamic threshold, and the dynamic display elements of the third animation are less than or equal to the dynamic display elements of the second animation.

[0010] In some application scenarios, the first device continues to display a static or low-dynamic third animation after the transition animation (such as the second animation) plays. This preserves the visual ritual of the target virtual object's stage growth while reducing display interference and system load, improving the comfort and safety of in-vehicle interaction, and further meeting the emotional and lightweight display needs of smart cockpits. In actual driving, users' requirements for interactive displays change with the scenario: while driving, overly complex dynamic effects can easily distract attention and increase driving risks; while static or low-dynamic third animations can reduce interference, allowing users to focus more on driving. When the vehicle is stationary or the user is idle, the first device can provide a richer interactive and entertainment experience through the second animation, thus achieving a balance between safety and experience in different scenarios.

[0011] In one possible implementation, the dynamic transition process includes visual feedback and / or auditory feedback, wherein the visual feedback includes at least one of the following: growth animation of the target virtual object, change animation of the target parameters, or text prompts; and the auditory feedback includes sound effects and / or voice broadcasts associated with the growth stage, where the growth stage refers to the process of growing from the first stage to the second stage.

[0012] During the dynamic transition of stage switching, a multimodal display method combining visual and auditory feedback can further enhance the sense of ritual in the growth of the target virtual object. Visual feedback can employ at least one of the following: growth animation of the target virtual object, animation of changes in target parameters, or text prompts, allowing users to perceive stage changes more intuitively and clearly. Auditory feedback can use sound effects and / or voice broadcasts associated with the growth stages, enhancing the immersiveness and fun of the interaction from an auditory perspective. The synergistic combination of multimodal feedback significantly improves the user's emotional experience, making the growth interaction of the virtual object richer and more vivid, effectively solving the problems of limited feedback formats and insufficient emotional experience in existing technologies.

[0013] In one possible implementation, the first animation is a second static animation or a second low-dynamic display animation, wherein the dynamic change degree of the second low-dynamic display animation is lower than a second preset dynamic threshold.

[0014] In some application scenarios, the first device sets the first animation as the second static animation or the second low dynamic display animation. This allows the target virtual object to be continuously displayed in a low-interference and low-power manner when the target parameters have not reached the stage threshold. This not only ensures the emotional interactive atmosphere of the smart cockpit, but also avoids excessive changes in dynamic effects from causing visual interference to the driver, which is conducive to improving driving safety and display stability.

[0015] In one possible implementation, the multiple sets of animation data include at least one of the following two forms: pre-generated multiple sets of video animations, which correspond to multiple stages of the target virtual object, with the multiple stages including at least a first stage and a second stage, and the multiple sets of video animations including at least a first video animation and a second video animation, where the first video animation is the first animation and the second video animation is the second animation; and pre-stored multiple sets of animation parameters, which are used to generate animations of multiple stages of the target virtual object when the animation is played, with the multiple stages including at least a first stage and a second stage, and the multiple sets of animation parameters including at least a first animation parameter and a second animation parameter, where the first animation parameter is used to generate the first animation and the second animation parameter is used to generate the second animation.

[0016] In some application scenarios, pre-generated multiple sets of video animations can be used to customize the production of animations for different stages of a target virtual object. For example, the first video animation corresponds to the first stage, and the second video animation corresponds to the second stage. Each video animation is specially designed to accurately present the characteristics and dynamic effects of the target virtual object at its corresponding stage, which is especially suitable for scenarios where the animation content is relatively fixed and high playback quality is required. Furthermore, using pre-stored multiple sets of animation parameters allows the first device to generate the corresponding stage's animation in real time based on the relevant animation parameters during playback. This allows for flexible adjustment of animation details and effects according to actual needs, providing greater flexibility and scalability for animation display.

[0017] In one possible implementation, when the target parameter reaches the parameter threshold corresponding to the second stage, a second animation is played on at least one display screen, including: stopping the first animation when the target parameter reaches the parameter threshold corresponding to the second stage; and playing the second animation on at least one display screen after the first animation stops playing.

[0018] In some application scenarios, when the target parameter reaches the threshold corresponding to the second stage, stopping the first animation and then playing the second animation on at least one display screen can make the stage transition process of the target virtual object clearer and more orderly, avoiding visual confusion and display conflicts caused by multiple animations playing simultaneously. This setting can highlight the transition animation effects when a stage is achieved, enhance the sense of ritual and visual hierarchy, and ensure the stability of the animation playback logic.

[0019] In one possible implementation, before playing the first animation on at least one display screen of the vehicle, the method further includes: displaying at least one virtual object on a first display interface of at least one display screen; receiving a first operation instruction from a user; determining a target virtual object from the at least one virtual object according to the first operation instruction; and obtaining the current stage of the target virtual object.

[0020] In some application scenarios, before playing the first animation, the first device can display at least one virtual object on a first display interface on at least one screen in the vehicle, providing the user with a visual selection interface. Furthermore, receiving the user's first operation command and determining the target virtual object from the at least one virtual object based on the command enables personalized selection of the virtual object. Obtaining the current stage of the selected target virtual object ensures that subsequent animation playback remains consistent with the actual growth stage of the target virtual object. This setup enhances the autonomy and personalization of in-vehicle interaction, meeting users' individual needs, while also ensuring the accuracy and consistency of the virtual object's growth display, thus improving the user's interactive experience and enjoyment in the smart cockpit scenario.

[0021] In one possible implementation, the first device is applied to an in-vehicle scenario, and the target parameters include vehicle driving data, while the parameter thresholds include driving data thresholds.

[0022] In an in-vehicle scenario, the aforementioned target parameters can include vehicle driving data (such as driving data points, driving duration, etc.), and parameter thresholds can include driving data thresholds. Driving data, as the most intuitive, easily perceived, and readily available core parameter in an in-vehicle scenario, can be used as the basis for defining the stages of the target virtual object, deeply integrating its growth process with the vehicle's driving process. This solution transforms monotonous driving data into a growth experience with emotional value. While accumulating driving data (such as mileage), users can intuitively witness the transformation and evolution of the target virtual object, significantly enhancing the emotional connection between the user and the vehicle and increasing driving enjoyment. This effectively solves the technical problem of existing technologies where mileage badges use only static badges and simple text prompts, resulting in a monotonous interaction and insufficient emotional experience. Simultaneously, driving data thresholds provide clear and quantifiable trigger conditions for the stage transitions of the target virtual object, ensuring the timeliness and accuracy of animation playback, further strengthening positive feedback on user driving behavior, enhancing the emotional connection between the user and the vehicle, and improving the interactive enjoyment and user experience of the smart cockpit.

[0023] In one possible implementation, the first device is applied in an in-vehicle scenario, and at least one display screen includes a central control display screen and an auxiliary display screen. The auxiliary display screen is set independently from the central control display screen, and the auxiliary display screen meets at least one of the following display requirements: the display size of the auxiliary display screen is smaller than the display size of the central control display screen, the resolution of the auxiliary display screen is lower than the resolution of the central control display screen, the display brightness of the auxiliary display screen is lower than the display brightness of the central control display screen, the contrast ratio of the auxiliary display screen is lower than the contrast ratio of the central control display screen, or the refresh rate of the auxiliary display screen is lower than the refresh rate of the central control display screen.

[0024] In in-vehicle scenarios, auxiliary displays have lower specifications than the central control display in at least one of the following parameters: display size, resolution, brightness, contrast ratio, or refresh rate. This differentiated design allows auxiliary displays to avoid using the same high-end display hardware as the central control display, effectively reducing hardware procurement costs. Furthermore, the central control display typically handles the primary information display and interaction tasks, requiring rich and detailed content, thus demanding high-quality display parameters. Auxiliary displays can flexibly set corresponding display parameters according to specific application scenarios and display needs. For example, in a driving scenario, the auxiliary display can display simple navigation instructions, vehicle status information, and the current progress of virtual objects—lightweight content. In this case, a lower resolution and refresh rate are sufficient, reducing interference with the driver's vision and improving driving safety. This differentiated display design better adapts to various in-vehicle usage scenarios, significantly improving the efficiency and relevance of information delivery, ensuring display quality while also considering system power consumption control and driving safety.

[0025] In one possible implementation, the auxiliary display screen supports dial mode switching, and the dial modes include at least two of the following: electronic pendant dial mode, tool dial mode, smart dial mode, or pet dial mode. The electronic pendant dial mode is used to display decorative content, the tool dial mode is used to display vehicle status data, including at least one of vehicle speed, remaining battery power, driving mode, tire pressure, driving range, or fuel consumption, the smart dial mode is used to provide interactive resources to the user, and the pet dial mode is used to display multiple stages of animation of the target virtual object, including a first animation and a second animation.

[0026] In some application scenarios, auxiliary displays offer multiple dial mode switching capabilities, encompassing at least two of the following modes: electronic pendant dial, tool dial, smart dial, and pet dial. This feature significantly enhances the flexibility and practicality of in-vehicle displays. The electronic pendant dial mode can display decorative content, enhancing the aesthetics and personalization of the smart cockpit. The tool dial mode can display real-time vehicle status data such as speed, remaining battery power, driving mode, tire pressure, remaining range, or fuel consumption, allowing users to intuitively grasp vehicle operating information. The smart dial mode provides interactive resources, expanding the scenarios and methods of in-vehicle interaction. The pet dial mode can display animations of a virtual object at different stages, showcasing the virtual object's growth and providing emotional interaction. The ability to freely switch between multiple dial modes meets the display and interaction requirements of users in different driving scenarios and with varying usage needs, enriching in-vehicle display content and enhancing the fun, practicality, and user experience of the smart cockpit.

[0027] In one possible implementation, the first device is applied in an in-vehicle scenario, and before playing the second animation on at least one display screen, the method further includes: Obtain first state information of the vehicle, which includes at least one of ambient temperature information, driving mode information, or weather information; determine a second animation based on the first state information.

[0028] In an in-vehicle scenario, the first device can determine and play a corresponding second animation based on at least one of the vehicle's ambient temperature, driving mode, or weather information. This allows the animation of the target virtual object's growth stages to adapt to the vehicle's actual operating status and external environment, preventing the animation from becoming disconnected from the current vehicle scene. By dynamically adapting transition animations (such as the second animation) based on vehicle status and environmental information, the intelligence and scene relevance of in-vehicle interaction can be further enhanced, increasing the rationality and appeal of animation displays. This meets users' personalized interaction needs in different driving scenarios and environments, improving the emotional experience of the smart cockpit.

[0029] In one possible implementation, determining the second animation based on the first state information includes: selecting a first target video animation that matches the first state information from a plurality of pre-generated video animations that incorporate the first state information as the second animation, wherein the plurality of animation data consists of a plurality of video animations; or, generating the second animation based on the first state information and a first animation parameter selected from the plurality of animation data that matches the first state information, wherein the plurality of animation data consists of a plurality of animation parameters.

[0030] In an in-vehicle scenario, the first device selects a matching first target video animation from multiple pre-defined video animations based on first state information, or generates a second animation based on the first state information and corresponding first animation parameters. This allows the content of the second animation to be highly adapted to the vehicle's current state information. This setup enriches the display format of the second animation, enhances the contextualization and intelligence of the animation display, makes the growth and transition of the target virtual object more closely resemble the actual driving environment, strengthens the immersiveness and fun of in-vehicle interaction, and meets users' needs for personalized and differentiated animation displays in different states.

[0031] In one possible implementation, before playing the second animation on at least one display screen, the method further includes: acquiring second state information of the vehicle, the second state information including gear information and / or vehicle speed information; determining current state information of the vehicle based on the second state information, the current state information including driving state and / or parking state; and determining the second animation based on the current state information.

[0032] In some application scenarios, before the first device plays the second animation on at least one display screen, it can determine whether the vehicle is in a driving or parked state by acquiring second state information such as the vehicle's gear position and / or speed. The second animation is then determined accordingly based on the vehicle's current state. This setup allows the virtual object's stage-by-stage animation to adapt to the vehicle's actual driving state, avoiding the impact on driving safety caused by playing highly dynamic and disruptive animations during driving. Dynamically switching the second animation based on different vehicle states provides a richer and more ceremonial animation display in the parked state, and a simpler and safer display format in the driving state. This balances the emotional interactive experience of the smart cockpit with driving safety, improving the rationality and scenario adaptability of in-vehicle animation displays.

[0033] In one possible implementation, determining the second animation based on the current state information includes: when the current state information indicates that the vehicle is in a driving state, selecting a second target video animation that matches the current state information from a plurality of pre-generated video animations as the second animation, wherein the plurality of animation data constitutes a plurality of video animations; or, generating the second animation based on the current state information and the second animation parameters selected from the plurality of animation data that match the current state information, wherein the second animation parameters are used to generate the low-dynamic second animation, and the plurality of animation data constitutes a plurality of animation parameters.

[0034] In some application scenarios, when the vehicle is in motion, the first device can select a second target video animation that matches the current state information from multiple pre-generated video animations, or generate a low-dynamic second animation based on corresponding second animation parameters. This allows the played second animation to adapt to the vehicle's driving state. This reduces the dynamic range of the animation and the intensity of visual interference while driving, ensuring the driver's attention is focused on driving operations and improving interactive safety during driving. Simultaneously, this method balances the personalization of animation display with scene adaptability, enabling the growth animation display of virtual objects while ensuring driving safety, further enhancing the interactive rationality and user experience of the smart cockpit.

[0035] In one possible implementation, determining the second animation based on the current state information includes: when the current state information indicates that the vehicle is in a parked state, selecting a third target video animation that matches the current state information from a plurality of pre-generated video animations as the second animation, wherein the plurality of animation data consists of a plurality of video animations; or, generating the second animation based on the current state information and a third animation parameter selected from the plurality of animation data that matches the current state information, wherein the third animation parameter is used to generate a highly dynamic second animation, and the plurality of animation data consists of a plurality of animation parameters.

[0036] In some application scenarios, when the vehicle is parked, the first device can select a third target video animation that matches the current state information from multiple pre-generated video animations as the second animation, or generate a highly dynamic second animation based on the corresponding third animation parameters. This can fully adapt to the usage scenario when the vehicle is parked. This allows for a richer and more visually impactful transition animation (such as the second animation) for users without compromising driving safety. It enhances the sense of ritual and fun in achieving mileage milestones, fully meets users' emotional and entertaining interaction needs while parked, and improves the personalized experience and user engagement of the smart cockpit.

[0037] In one possible implementation, the dynamic transition process also includes olfactory feedback and / or tactile feedback, wherein olfactory feedback is achieved by triggering the vehicle's fragrance-related devices, and tactile feedback is achieved by triggering the vehicle's air conditioning devices.

[0038] In in-vehicle scenarios, adding olfactory and / or tactile feedback during dynamic transitions can further enrich in-vehicle multimodal interaction. Olfactory feedback, achieved by triggering the vehicle's fragrance-related devices, enhances the sensory experience during interaction; tactile feedback, achieved by triggering the vehicle's air conditioning system, provides users with intuitive tactile feedback. The combination of multiple feedback methods can enhance the sense of ritual and emotional experience for users during scene transitions, increasing the immersion and enjoyment of the interaction.

[0039] In one possible implementation, the method further includes: sending growth status data of the target virtual object to the second device, the growth status data including at least one of the following: the identifier of the target virtual object, the target parameter or indication information corresponding to the target virtual object, and the indication information being used to indicate the current stage of the target virtual object.

[0040] In some application scenarios, the first device can synchronize the growth status data of the target virtual object to the second device, enabling remote (e.g., cloud) storage and backup of the growth data, thus ensuring the security and reliability of the growth status data. Simultaneously, this setup provides a foundation for cross-device synchronization of growth status data, data management, and subsequent functional expansion, enhancing the continuity and scalability of the virtual object growth system, and further improving the stability and overall user experience of the intelligent cockpit system.

[0041] In one possible implementation, the target virtual object includes at least one of the following: virtual plant, virtual animal, virtual character, or virtual cartoon.

[0042] In some application scenarios, the target virtual object can include at least one of virtual plants, virtual animals, virtual characters, or virtual cartoon figures. The variety of virtual objects can enrich the display types of virtual characters in the smart cockpit and satisfy the personalized aesthetic and interaction preferences of different users. By providing a diverse selection of virtual objects, the first device can enhance the fun and flexibility of in-vehicle emotional interaction, strengthen the interactive experience between users and the in-vehicle system, and further improve the personalization level and user stickiness of the smart cockpit.

[0043] Secondly, a data processing method is provided, applied to a second device, the method comprising: receiving growth status data from a first device, the growth status data including at least one of the following: an identifier of a target virtual object, target parameters or indication information corresponding to the target virtual object, the indication information being used to indicate the current stage of the target virtual object; and synchronizing the growth status data to at least one terminal bound to a target user account.

[0044] The above method can be executed by a second device, or by a module applied in the second device (such as a processor, chip, or chip system), or by a logic module or software that can implement all or part of the functions of the second device.

[0045] In the above method, the second device receives the growth status data of the target virtual object from the first device and synchronizes the growth status data to at least one terminal bound to the target user account. This enables unified management and cross-terminal synchronization of the growth status of the target virtual object remotely (such as in the cloud). This setup ensures that users can obtain consistent and complete growth status information on different terminals, improving the convenience and continuity of data use. Simultaneously, it provides users with an immersive interactive experience across devices and scenarios, expanding the application scope of the virtual object growth system and enhancing the scalability and user engagement of the intelligent cockpit system.

[0046] In one possible implementation, at least one terminal includes at least one of the following: a mobile terminal, a wearable terminal, a projection terminal, or an augmented reality (AR) terminal, and at least one terminal is used to present the target virtual object.

[0047] In some application scenarios, the aforementioned terminals can all be used to present target virtual objects. These terminals can realize the display and interaction of target virtual objects on multiple types of terminals and in multiple scenarios. By being compatible with multiple types of terminals, the presentation methods and application scenarios of target virtual objects can be broadened, and the flexibility and diversity of cross-device interaction can be improved. At the same time, it can provide users with a richer and more immersive visual experience, and enhance the adaptability and scalability of intelligent cockpit systems and multi-terminal collaboration.

[0048] In one possible implementation, the target virtual object includes at least one of the following: virtual plant, virtual animal, virtual character, or virtual cartoon.

[0049] In some application scenarios, the target virtual object can include at least one of virtual plants, virtual animals, virtual characters, or virtual cartoon figures. The variety of virtual objects can enrich the display types of virtual characters in the smart cockpit and satisfy the personalized aesthetic and interaction preferences of different users. By providing a diverse selection of virtual objects, the first device can enhance the fun and flexibility of in-vehicle emotional interaction, strengthen the interactive experience between users and the in-vehicle system, and further improve the personalization level and user stickiness of the smart cockpit.

[0050] Thirdly, a data processing method is provided for use in a third device, the method comprising: Receive growth status data from the second device. The growth status data includes at least one of the following: the identifier of the target virtual object, the target parameter or indication information corresponding to the target virtual object, and the indication information is used to indicate the current stage of the target virtual object. Generate target virtual objects based on growth status data; Receive user interaction operations, which include at least one of the following: gesture operation or voice operation; Based on the interactive operation, respond to the user's interaction with the target virtual object.

[0051] The above method can be executed by a third device, or by a module applied in the third device (such as a processor, chip, or chip system), or by a logic module or software that can implement all or part of the functions of the third device.

[0052] In the above method, the third device generates a target virtual object based on the received growth status data, ensuring that the state of the target virtual object remains consistent with that of the vehicle, thus achieving cross-device state synchronization. Furthermore, the third device receives user gestures or voice commands and responds accordingly to the interaction between the user and the target virtual object, enriching the interaction methods and enhancing the convenience and enjoyment of the interaction. By displaying the target virtual object and enabling multimodal interaction, the third device can expand the application scenarios of the intelligent cockpit system, enhance the interactive experience between the user and the virtual object, and improve the overall system's intelligence level and user engagement.

[0053] In one possible implementation, the third device includes at least one of the following: a mobile terminal, a wearable terminal, a projection terminal, or an augmented reality (AR) terminal.

[0054] In some application scenarios, a third device includes at least one of a mobile terminal, wearable terminal, projection terminal, or augmented reality (AR) terminal. It enables the display and interaction of target virtual objects on multiple types of terminals. The variety of third devices can broaden the application scenarios and display formats of target virtual objects, improving the compatibility and scalability of cross-device collaboration. Simultaneously, it can meet users' interactive needs in different usage scenarios, providing users with a richer, more diverse, and immersive user experience.

[0055] In one possible implementation, the target virtual object includes at least one of the following: virtual plant, virtual animal, virtual character, or virtual cartoon.

[0056] In some application scenarios, the target virtual object can include at least one of virtual plants, virtual animals, virtual characters, or virtual cartoon figures. The variety of virtual objects can enrich the display types of virtual characters in the smart cockpit and satisfy the personalized aesthetic and interaction preferences of different users. By providing a diverse selection of virtual objects, the first device can enhance the fun and flexibility of in-vehicle emotional interaction, strengthen the interactive experience between users and the in-vehicle system, and further improve the personalization level and user stickiness of the smart cockpit.

[0057] Fourthly, embodiments of this application provide a vehicle including a first device and at least one display screen, the first device being communicatively connected to the at least one display screen, the at least one display screen including a central control display screen and / or an auxiliary display screen, the first device being used to perform the methods described in the first aspect and various possible implementations of the first aspect.

[0058] Fifthly, embodiments of this application provide a system including a vehicle, a second device, and a third device, with the vehicle, the second device, and the third device communicatively connected for transmitting and synchronizing growth status data. The vehicle includes a first device and at least one display screen. The first device is used to perform the methods described in the first aspect and various possible implementations thereof. The second device is used to perform the methods described in the second aspect and various possible implementations thereof. The third device is used to perform the methods described in the third aspect and various possible implementations thereof.

[0059] In a sixth aspect, embodiments of this application provide an electronic device including a processor and a memory. The memory is used to store a computer program, and the processor is used to call and run the computer program from the memory, causing the electronic device to perform the methods described in the first aspect and various possible implementations of the first aspect.

[0060] In a seventh aspect, embodiments of this application provide an electronic device including a processor and a memory. The memory is used to store a computer program, and the processor is used to call and run the computer program from the memory, causing the electronic device to perform the methods described in the second aspect and various possible implementations of the second aspect.

[0061] Eighthly, embodiments of this application provide an electronic device including a processor and a memory, the memory for storing a computer program, and the processor for calling and running the computer program from the memory, causing the electronic device to perform the methods described in the third aspect and various possible implementations of the third aspect.

[0062] Ninthly, embodiments of this application provide a computer-readable storage medium storing a computer program that, when executed by a processor, causes the processor to perform the methods described in the first aspect and various possible implementations of the first aspect.

[0063] In a tenth aspect, embodiments of this application provide a computer-readable storage medium storing a computer program that, when executed by a processor, causes the processor to perform the methods described in the second aspect and various possible implementations of the second aspect.

[0064] Eleventhly, embodiments of this application provide a computer-readable storage medium storing a computer program that, when executed by a processor, causes the processor to perform the methods described in the third aspect and various possible implementations of the third aspect.

[0065] In a twelfth aspect, embodiments of this application provide a computer program product comprising: computer program code, which, when executed by a processor, causes the processor to perform the methods described in the first aspect and various possible implementations of the first aspect.

[0066] In a thirteenth aspect, embodiments of this application provide a computer program product comprising: computer program code, which, when executed by a processor, causes the processor to perform the methods described in the second aspect and various possible implementations of the second aspect.

[0067] In a fourteenth aspect, embodiments of this application provide a computer program product comprising: computer program code, which, when executed by a processor, causes the processor to perform the methods described in the third aspect and various possible implementations of the third aspect.

[0068] In a fifteenth aspect, embodiments of this application provide a chip system including a processing circuit and a storage medium storing computer program instructions; when the computer program instructions are executed by the processing circuit, they implement the methods described in the first aspect and various possible implementations of the first aspect.

[0069] In a sixteenth aspect, embodiments of this application provide a chip system including a processing circuit and a storage medium storing computer program instructions; when the computer program instructions are executed by the processing circuit, they implement the methods described in the second aspect and various possible implementations of the second aspect.

[0070] In a seventeenth aspect, embodiments of this application provide a chip system including a processing circuit and a storage medium storing computer program instructions; when the computer program instructions are executed by the processing circuit, they implement the methods described in the second aspect and various possible implementations of the second aspect.

[0071] Optionally, the processing circuitry in the above-mentioned chip system can be replaced by a processor, and the storage medium can be replaced by a memory. Optionally, the chip system may also include a communication interface for enabling communication between the chip system and a receiving device.

[0072] The beneficial effects of the technical solutions in aspects four to seventeen of this application can be the same as the beneficial effects of the technical solutions in aspects one, two or three, and will not be repeated here. Attached Figure Description

[0073] Figure 1 This is a schematic diagram of an application scenario provided by an embodiment of this application; Figure 2A A schematic diagram of the hardware structure of an electronic device 100 provided in an embodiment of this application; Figure 2B A schematic diagram of the software architecture of an electronic device 100 provided in an embodiment of this application; Figure 3A A schematic diagram of a vehicle architecture applicable to embodiments of this application is provided. Figure 3B A schematic diagram of a cloud synchronization architecture provided in an embodiment of this application; Figure 3C A schematic diagram illustrating the linkage between fragrance and air conditioning airflow is provided in an embodiment of this application. Figure 3D A schematic diagram of multi-sensory feedback timing coordination provided in an embodiment of this application; Figure 4A A flowchart illustrating the steps of a method 400A for playing animation provided in this application embodiment; Figure 4B A schematic diagram of the process steps of a method 400B for playing animation provided in this application embodiment; Figure 5 This is a schematic diagram of multiple display devices inside a vehicle provided in an embodiment of this application; Figures 6A to 6I This is a schematic diagram of an application scenario provided by an embodiment of this application; Figures 7A to 7D This application provides further schematic diagrams illustrating various application scenarios. Figure 8 This application provides further schematic diagrams illustrating various application scenarios. Figures 9A to 9E These are schematic diagrams illustrating some application scenarios provided in the embodiments of this application; Figure 10 This is a schematic diagram of the structure of another electronic device 1000 provided in an embodiment of this application. Detailed Implementation

[0074] To clearly describe the technical solutions of the embodiments of this application, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. It should be noted that the embodiments described in this application are only some embodiments of this application, and not all embodiments.

[0075] In the description of this application, unless otherwise stated, " / " means "or," for example, A / B can mean A or B. In the description of this application, "and / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. "At least one" means one or more, and "more" means two or more. The terms "first" and "second," etc., in the specification and claims of this application are used to distinguish different objects or to distinguish different treatments of the same object, not to describe a specific order of objects. For example, "first terminal" and "second terminal," etc., are used to distinguish different electronic devices, not to describe a specific order of electronic devices. Those skilled in the art will understand that the words "first," "second," etc., do not limit the quantity or order of execution, and that "first," "second," etc., do not necessarily imply difference.

[0076] It should be noted that, in this application, the terms "exemplary" or "for example" are used to indicate examples, illustrations, or descriptions. Any embodiment or design described as "exemplary" or "for example" in this application should not be construed as being more preferred or advantageous than other embodiments or design solutions. Specifically, the use of terms such as "exemplary" or "for example" is intended to present the relevant concepts in a specific manner. The terms "comprising," "including," "having," and variations thereof all mean "including but not limited to," unless otherwise specifically emphasized.

[0077] Based on the above background technical analysis, it is clear that the existing mileage medal design has significant shortcomings. Figure 1 The current mileage badge design and the "My Badges" display interface are showcased. It is clear from the design that, for different mileage milestones, such as 100,000km, 200,000km, 300,000km, 500,000km, and 1,000,000km, as well as different anniversaries, such as the 10th, 20th, and 30th anniversaries, only static circular icons are presented, accompanied by corresponding mileage or anniversary text prompts.

[0078] In the "My" display area, various badges such as Badge 1, Badge 2, and Badge 3 are presented as static hexagonal icons, with only level information indicated, such as Level 1, Level 2, Level 3, and Level 4. Overall, the existing mileage badges rely solely on these static icons and text prompts as a reward for reaching mileage milestones, without any visual animation or sound feedback. This results in a weak user perception of mileage achievement and fails to create an immersive experience. Furthermore, this single, static feedback method fails to imbue interactive elements with a sense of life, making it difficult for users to establish sustained emotional resonance and interactive expectations, thus hindering the long-term emotional connection between users and their vehicles.

[0079] To address this, this application proposes a method for playing animations. This method uses a multi-stage growth system that is divided into stages based on target parameters (such as vehicle driving data). The target virtual object dynamically changes its form as the target parameters increase. When the target parameters reach the corresponding stage threshold (such as the driving data threshold corresponding to the second stage), a dynamic transition animation (such as the second animation) is played, which includes the target virtual object switching from its current form (such as the first form of the first stage) to the form of the next stage (such as the second form of the second stage). This gives the interactive elements a sense of life, enhances user perception, and establishes emotional resonance and interactive expectations, thereby meeting the emotional needs of users in in-vehicle scenarios.

[0080] It should be noted that the above method for playing animation can be executed by the first device, or by a module in the first device (such as a processor, chip, or chip system), or by a logic module or software that can implement all or part of the functions of the first device.

[0081] In some application scenarios, the first device can be an electronic device such as a mobile phone, smart screen, tablet, wearable device, in-vehicle central control device, in-vehicle system, projection device, AR device, etc. This application embodiment does not impose any restrictions on the specific type of the first device.

[0082] To better understand the embodiments of this application, the following is combined with... Figure 2A A hardware structure for the electronic device 100 applicable to this application is described.

[0083] Electronic device 100 may include processor 110, external memory interface 120, internal memory 121, universal serial bus (USB) connector 130, charging management module 140, power management module 141, battery 142, antenna 1, antenna 2, mobile communication module 150, wireless communication module 160, display screen 170, and sensor 180, etc.

[0084] The processor 110 may include, but is not limited to, one or more processing units. For example, the processor 110 may include an application processor (AP), a modem processor, a GPU, a controller, a digital signal processor (DSP), a baseband processor, etc. Different processing units may be independent devices or integrated into one or more processors.

[0085] The processor 110 can generate operation control signals based on the instruction opcode and timing signals to control the instruction fetching and execution.

[0086] The processor 110 may also include a memory for storing instructions and data. In some embodiments, the memory in the processor 110 may be a cache memory. This memory can store instructions or data that the processor 110 has used or that are used frequently. If the processor 110 needs to use the instruction or data, it can directly retrieve it from this memory. This avoids repeated accesses, reduces the waiting time of the processor 110, and thus improves the efficiency of the system.

[0087] In some embodiments, the processor 110 may include one or more interfaces. These interfaces may include an inter-integrated circuit (I2C) interface, an inter-integrated circuit sound (I2S) interface, a pulse code modulation (PCM) interface, a universal serial bus (USB) interface, etc. The processor 110 can connect to modules such as wireless communication modules and displays through at least one of these interfaces.

[0088] It is understood that the interface connection relationships between the modules illustrated in the embodiments of this application are merely illustrative and do not constitute a structural limitation on the electronic device 100. In other embodiments of this application, the electronic device 100 may also employ different interface connection methods or combinations of multiple interface connection methods as described in the above embodiments.

[0089] USB connector 130 is a USB standard-compliant interface used to connect electronic device 100 and peripheral devices. Charging management module 140 receives charging input from a charger, which can be either a wireless or wired charger. Power management module 141 connects to battery 142, and charging management module 140 connects to processor 110. Power management module 141 receives input from battery 142 and / or charging management module 140 to power processor 110, internal memory 121, display screen 170, and wireless communication module 160, etc. In some embodiments, power management module 141 and charging management module 140 may also be housed in the same device.

[0090] The wireless communication function of electronic device 100 can be realized through antenna 1, antenna 2, mobile communication module 150, wireless communication module 160, modem processor and baseband processor, etc.

[0091] The mobile communication module 150 can provide solutions for wireless communication, including 2G / 3G / 4G / 5G, applied to the electronic device 100. The mobile communication module 150 may include at least one filter, switch, power amplifier, low noise amplifier (LNA), etc. In some embodiments, at least some functional modules of the mobile communication module 150 may be housed in the same device as at least some modules of the processor 110.

[0092] The wireless communication module 160 can provide solutions for wireless communication applications on the electronic device 100, including wireless local area networks (WLAN) (such as Wi-Fi networks), Bluetooth (BT), and near field communication (NFC) technologies.

[0093] In some embodiments, antenna 1 of electronic device 100 is coupled to mobile communication module 150, and antenna 2 is coupled to wireless communication module 160, enabling electronic device 100 to communicate with networks and other electronic devices via wireless communication technology. This wireless communication technology may include Global System for Mobile Communications (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), etc.

[0094] Electronic device 100 can implement display functions through GPU, display screen 170, and application processor. Processor 110 may include one or more GPUs, which execute program instructions to generate or modify display information.

[0095] The external memory interface 120 can be used to connect an external memory card, such as a Micro SD card, to expand the storage capacity of the electronic device 100. The external memory card communicates with the processor 110 through the external memory interface 120 to perform data storage. For example, collected voice data can be stored on the external memory card, or collected voice data can be transferred from the electronic device 100 to the external memory card.

[0096] Internal memory 121 can be used to store computer executable program code, including instructions. Internal memory 121 may include a program storage area and a data storage area. The program storage area may store the operating system, applications required for at least one function, etc. The data storage area may store data created during the use of electronic device 100 (e.g., voice information, etc.). In addition, internal memory 121 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, and universal flash storage (UFS), etc. Processor 110 executes various functional methods or data processing of electronic device 100 by running instructions stored in internal memory 121 and / or instructions stored in memory disposed in the processor.

[0097] The display screen 170 can be used to display the animation effects and related interface content of virtual objects at various growth stages; in this embodiment, the display screen 170 can be a touch display screen or a non-touch display screen. The display screen 170 can be made of materials such as organic light-emitting diodes (OLEDs).

[0098] Sensor 180 may include a temperature sensor and a touch sensor, etc.; wherein, the temperature sensor is used to detect the ambient temperature, such as the ambient temperature inside or outside the vehicle cabin. In some embodiments, the electronic device 100 obtains the ambient temperature inside and outside the cabin through the temperature sensor and adjusts the animation display effect based on the detected temperature.

[0099] A touch sensor, also known as a "touch panel," can be positioned above the display screen 170, forming a touchscreen together with it. The touch sensor detects touch operations applied to its surface or adjacent areas and transmits the detected touch operations to the application processor to determine the type of touch event. The electronic device 100 can output visual feedback corresponding to the touch operation via the display screen 170. In some embodiments, the touch sensor can also be positioned independently of the display screen 170, on the surface of the electronic device 100.

[0100] It is understood that the structures illustrated in the embodiments of this application do not constitute a specific limitation on the electronic device 100. In other embodiments of this application, the electronic device 100 may also include... Figure 2A More or fewer components, or combining some components, or splitting some components, or different component arrangements. Figure 2A The components can be implemented in hardware, software, or a combination of both.

[0101] Furthermore, it should be noted that the software system of the aforementioned electronic device 100 can adopt a layered architecture or a service architecture, etc. This application embodiment uses the layered Harmony OS as an example to exemplify the software architecture of the electronic device 100. It should be understood that the solution provided in this application can also be applied to other types of operating systems such as Android, Apple, and Windows.

[0102] Figure 2B A schematic diagram of the software architecture of the electronic device 100 provided in an embodiment of this application is shown.

[0103] like Figure 2BAs shown, the software architecture of electronic device 100 can be divided into several layers, each with a clear role and division of labor. In some implementation schemes, the Harmony system may include four layers, from bottom to top: kernel layer, system service layer, framework layer, and application layer. Layers can communicate with each other through software interfaces. System functions can be tailored, added, or combined at the subsystem granularity in different device deployment scenarios, and each subsystem can also be tailored, added, or combined at the functional granularity.

[0104] kernel layer The kernel abstract layer (KAL) provides basic kernel capabilities to upper layers by shielding the differences between multiple kernels, including but not limited to process / thread management, memory management, file system, network management, and peripheral device management.

[0105] Kernel Subsystem: Supports the selection of a suitable OS kernel for different resource-constrained devices, including but not limited to Linux kernel, HarmonyOS kernel, and LiteOS (lite operating system).

[0106] Driver Subsystem: The driver framework is the foundation for the open system hardware ecosystem, providing unified peripheral access capabilities and a framework for driver development and management. The driver framework includes: display drivers, camera drivers, voice drivers, Bluetooth drivers, and sensor drivers, etc.

[0107] System service layer The system service layer comprises the core capabilities of the system, providing services to applications through the framework layer. This layer may include, but is not limited to, the following: The system's basic capability subsystem set provides fundamental capabilities for the operation, scheduling, and migration of distributed applications across multiple devices. This set may include distributed soft bus, distributed data management, distributed task scheduling, and the Ark multi-language runtime; it may also include multi-modal input subsystem, graphics subsystem, security subsystem, artificial intelligence (AI) subsystem, and multimedia subsystem.

[0108] The multimodal input subsystem integrates input from multiple dimensions. Specifically, it receives device input events, such as those from keyboards, mice, touchscreens, and touchpads, based on the kernel subsystem and driver framework. After normalizing and standardizing these events, it distributes them to the ArkUI framework. The ArkUI framework then encapsulates the events and forwards them to the application, or distributes them to the application through other interfaces. ArkUI provides a complete infrastructure for developing the user interface (UI) of system applications, including UI functionalities (such as components, layouts, and interactive events) and a real-time interface preview tool.

[0109] The graphics subsystem mainly includes UI components, layout, animation, fonts, input events, window management, and rendering modules. The graphics service provides graphics rendering and display output functions, and internally, through the rational utilization of system hardware resources, it provides a smooth and efficient display experience.

[0110] The multimedia subsystem provides a simple and easy-to-understand interface, enabling applications to access and use the system's media resources. The multimedia subsystem includes audio, video, and camera-related media services, providing the following commonly used functions: voice playback and recording; video playback and recording; and camera photo and video capture.

[0111] Camera services: Provides the ability to precisely control camera lenses and capture visual information.

[0112] Video services: Provide the ability to decompress and play audio and visual information and to compress and record it.

[0113] Voice services: Provides voice playback, voice capture, and volume management capabilities.

[0114] Image service: Provides the ability to decompress and restore image information.

[0115] Data services: Provides efficient management capabilities for data such as audio files, video files, and image files.

[0116] Basic software service subsystem set: provides public and general software services; the basic software service subsystem set may include event notification subsystem, telephone service subsystem and multimedia subsystem, etc.

[0117] Enhanced software service subsystem suite: Provides differentiated enhanced software services for different devices; the enhanced software service subsystem suite may include smart screen proprietary business subsystem, wearable proprietary business subsystem and IoT proprietary business subsystem, etc.

[0118] Hardware service subsystem set: Provides hardware services; the hardware service subsystem set may include location service subsystem, unified identity and access management (IAM) subsystem, wearable proprietary hardware service subsystem, biometric identification and IoT proprietary hardware service subsystem, etc.

[0119] Distributed task scheduling enables distributed service management (such as discovery, synchronization, registration, and invocation), supporting remote startup, remote invocation, remote connection, and migration of applications across devices.

[0120] Distributed data management enables data synchronization, data storage, data sharing, and data access across all scenarios and devices.

[0121] The distributed soft bus provides communication-related capabilities for seamless interconnection between multiple devices, including: WLAN service capabilities, Bluetooth service capabilities, soft bus, inter-process communication (remote procedure call, RPC), and StarFlash communication capabilities.

[0122] Ark Multilingual Runtime is a unified compilation runtime platform designed to support the joint compilation and execution of multiple programming languages ​​and multiple chip platforms.

[0123] Framework layer The framework layer provides application programming interfaces (APIs) and programming frameworks for applications in the application layer. The framework layer includes the ArkUI framework, the user application framework, and the Ability framework. An Ability is a lightweight application, and the Ability framework schedules and manages its operation and lifecycle. Different devices may run different operating systems, and therefore support different APIs.

[0124] The HarmonyOS API is a series of open capabilities provided to support HarmonyOS application development. The HarmonyOS API can be set at the framework layer or independently of the framework layer. HarmonyOS applications (HarmonyOS API) can include audio API services, push API services, account API services, etc.

[0125] Application layer Applications can include system apps and extended / third-party apps. System apps can include the desktop, control bar, settings, contacts, phone, camera, etc., while extended / third-party apps can include apps such as maps and travel apps.

[0126] The previous section detailed the hardware and software architecture of electronic devices suitable for playing animations. The following section will combine... Figure 3A This paper presents a schematic diagram of a vehicle architecture applicable to embodiments of this application. The vehicle is equipped with at least one display device and a cockpit environment control system. The display device includes, but is not limited to, in-vehicle displays, mobile phones, tablets, smartwatches, computer desktops, projection devices, and AR devices. The cockpit environment control system can utilize the vehicle's built-in central control system, undertaking the core functions of virtual object growth driving and multimodal feedback control.

[0127] During daily driving or rest periods, the cabin environment control system (an example of the first device) can drive the growth of a target virtual object (such as plants, trees, or pets) in real time based on vehicle mileage and other operational data. The growth process of this target virtual object can be accompanied by multimodal feedback, including visual animations, auditory effects, ambient lighting effects, fragrance release, and the sensation of air conditioning airflow. At the same time, the cabin environment control system can also dynamically adjust the intensity of various feedbacks according to the vehicle's current driving or parking status, balancing driving safety and immersive experience.

[0128] For example, when a user leaves the vehicle, the cabin environment control system will synchronize the current growth status of the target virtual object (such as the growth status data mentioned in the text) to the terminal device (such as a smartphone or smartwatch) bound to the user's account via the cloud. The user can view the growth status of the virtual object synchronously through various carriers such as mobile phone desktop cards, smartwatch watch faces, computer desktop widgets, and AR space anchoring, thereby achieving a continuous user experience of "accumulation on the vehicle end and companionship on multiple devices".

[0129] The following is combined with Figure 3A This document details the functions of each module in the cockpit environment control system and the logical relationships between them. The cockpit environment control system comprises at least 10 core modules, which work together closely to achieve core functions such as virtual object growth-driven operation, multimodal feedback output, and cross-device state synchronization. The specific functions of each module are as follows: (a) Data Acquisition Module As the data input source for the cockpit environment control system, the data acquisition module's function is to collect relevant vehicle sensor data in real time through the vehicle bus, providing basic data support for the normal operation of subsequent modules.

[0130] The data collected by this module can include vehicle mileage, speed, gear information, ambient temperature, and driving mode. The collection process can be carried out in real time to effectively ensure the timeliness and accuracy of the data, thereby providing reliable data basis for vehicle status judgment, virtual object growth and other calculations.

[0131] (ii) Vehicle Status Recognition Module The vehicle status recognition module is used to determine the vehicle's operating status. Based on the vehicle speed and gear information acquired by the data acquisition module, the vehicle status can be divided into two categories: The vehicle status is categorized into driving status (vehicle is in motion, corresponding to a speed greater than 0 and the gear is drive) and parking status (vehicle is stationary, corresponding to a speed equal to 0 and the gear is P or N). The vehicle status recognition module can synchronize the vehicle status judgment results to relevant modules as reference data for adjusting feedback intensity and adapting growth logic.

[0132] (III) Status Management Module The state management module can be understood as the core of the virtual object's growth logic. It is responsible for managing the entire lifecycle growth state of the virtual object. Its functions include calculating the current growth stage of the virtual object based on the vehicle mileage data obtained by the data acquisition module; determining in real time whether the current mileage has reached the threshold of the next growth stage and triggering the corresponding growth events (such as virtual object upgrades, form changes, etc.); managing the growth state machine of the virtual object, recording information such as growth progress and growth history, and ensuring the continuity and consistency of the virtual object's growth state.

[0133] (iv) Cloud synchronization module The cloud synchronization module is responsible for synchronizing the status between the vehicle and multiple terminals. Its functions include: binding the growth status of virtual objects with user accounts to ensure a unique correspondence between user identity and virtual objects; the cloud synchronization module can upload the growth status of virtual objects on the vehicle (including growth stage, progress, historical records, etc.) to the cloud server for storage, and complete cross-device synchronization and push it to the user's associated multiple terminal devices.

[0134] Meanwhile, the cloud synchronization module can also receive user operation instructions and related information from multiple terminals and synchronize them to the vehicle, achieving two-way synchronization between the vehicle and multiple terminals, ensuring a user experience of "accumulation on the vehicle and companionship on multiple terminals".

[0135] (v) Interactive control module The interactive control module can be understood as the command generation center of the cabin environment control system. Its function is to generate corresponding multimodal feedback commands based on the vehicle status determined by the vehicle status recognition module and the growth events triggered by the status management module, ensuring that the feedback effect is adapted to the current scenario. The generated commands can include visual motion effect commands, audio commands, ambient light commands, fragrance commands, and air conditioning commands, etc.

[0136] Meanwhile, the interactive control module can also dynamically adjust the intensity of various feedback commands according to whether the vehicle is in driving or parked state. For example, the feedback intensity is reduced in driving state to avoid interfering with driving, while the feedback intensity is increased in parked state to enhance the immersive experience.

[0137] (vi) Display output module The display output module is responsible for presenting the visual form and animation effects of virtual objects. Its function is to receive visual animation instructions from the interactive control module and drive various display devices to perform rendering.

[0138] The display output module supports display devices including but not limited to in-vehicle displays (such as in-vehicle small round screens, central control displays, passenger screens, and rear screens), mobile phones, tablets, smartwatches, computer desktops, projection devices, and AR devices, ensuring that users can clearly see the growth status and visual effects of virtual objects in different scenarios and on different devices, achieving consistency in cross-device visual experience.

[0139] (vii) Audio output module The audio output module is responsible for providing auditory feedback and terminal vibration feedback. Its function is to receive audio commands from the interactive control module and play sound effects corresponding to growth events (such as virtual object upgrade prompts, interactive sound effects, and vibration feedback) through the car audio system or the speaker of the user terminal device (tablet, etc.).

[0140] Simultaneously, it can be linked with terminal devices to provide vibration feedback, enhancing the reminder effect of growth events. The volume, sound effect type, and terminal vibration intensity of the audio output will be adapted and adjusted according to the current status of the vehicle to ensure that it does not interfere with driving safety while driving and enhances the immersive user experience when parked.

[0141] (viii) Cockpit Environment Linkage Module The cabin environment linkage module is responsible for realizing multi-sensory linkage feedback in the cabin. Its function is to receive ambient light commands, fragrance commands, and air conditioning commands from the interactive control module, and control the operation of the cabin ambient light, fragrance system, and air conditioning system respectively.

[0142] The cabin environment linkage module adjusts the color and brightness of the ambient lights, releases corresponding fragrances, and regulates the air conditioning speed and temperature, achieving multi-sensory linkage of vision, smell, and touch (i.e., physical sensation), enhancing the user's in-car experience.

[0143] (ix) Spatial Interaction Module The spatial interaction module is responsible for realizing the integration and interaction between virtual objects and real physical space. Its function is to complete the spatial anchoring, position adjustment and scaling interaction of virtual objects in AR or projection mode.

[0144] Specifically, this can include anchoring virtual objects to a specified location in a real physical space (such as inside a cockpit); allowing users to manually adjust the placement of virtual objects (such as the target virtual object in the text); and allowing users to perform interactive operations such as scaling and rotating virtual objects to enhance the immersion and interactivity of virtual objects.

[0145] (x) User Settings Module The user settings module provides users with a personalized configuration entry point. Its function is to receive and respond to various custom operations by users. For example, users can customize the mileage threshold for the growth of virtual objects (i.e., the mileage required to trigger the next growth stage); select the type of virtual object (such as plants, pets, etc.); set cross-device synchronization preferences (such as whether to enable the synchronization function of a certain type of terminal); adjust the placement of virtual objects in AR mode, etc., to meet the personalized experience needs of users.

[0146] The logical relationships and data flow between the various modules described above are as follows: (1) Data input layer.

[0147] The data acquisition module collects vehicle sensor data in real time and transmits it synchronously to the vehicle status recognition module (for vehicle status judgment); the user setting module receives user-defined operations and transmits configuration parameters to the status management module (for growth threshold judgment) and the spatial interaction module (for AR position adjustment).

[0148] (2) Core processing layer.

[0149] The vehicle status recognition module determines the operating status of the vehicle and transmits it to the status management module and the interaction control module. The status management module calculates the growth status of the virtual object and triggers growth events based on mileage data and user-configured mileage thresholds (an example of driving data thresholds), and transmits the growth status and growth events to the interaction control module and the cloud synchronization module. The interaction control module combines the vehicle status and growth events to generate multimodal feedback commands and transmits them to the display output module, audio output module, cockpit environment linkage module, and spatial interaction module.

[0150] (3) Output execution layer.

[0151] The display output module receives visual motion effect commands and drives various display devices to render virtual objects; the audio output module receives audio commands and plays corresponding sound effects; the cockpit environment linkage module receives relevant commands and controls cockpit environment devices to achieve multi-sensory linkage; the spatial interaction module receives visual motion effect commands and user configuration parameters to realize spatial interaction of virtual objects.

[0152] (4) Cross-end synchronization layer.

[0153] The cloud synchronization module receives the growth status of virtual objects from the status management module and synchronizes it to multiple terminal devices bound to the user's account. At the same time, it can also synchronize the status feedback from multiple terminals to the vehicle, ensuring that the growth status of virtual objects on the vehicle and multiple terminals is consistent, and realizing a continuous experience of "accumulation on the vehicle and companionship on multiple terminals".

[0154] In summary, the operation of the aforementioned cockpit environment control system follows a process of "data acquisition → status judgment → growth calculation → command generation → feedback output → cross-terminal synchronization". For example, users can complete personalized configurations (such as mileage thresholds, virtual object types, etc.) through the user settings module. After the cockpit environment control system is started, the data acquisition module begins to collect vehicle data in real time; the vehicle status recognition module can determine whether the vehicle is in a driving or parked state based on the collected speed and gear information; the status management module can calculate the growth status of virtual objects based on the collected mileage data and user-configured thresholds, and determine whether a growth event has been triggered; the interactive control module can generate appropriate multimodal feedback commands based on the vehicle status and growth events, and each output module executes the commands to present visual, auditory, and multi-sensory environmental feedback; the cloud synchronization module can synchronize the growth status of virtual objects (such as the target virtual object in this text) to multiple terminal devices bound to the user's account; after leaving the vehicle, users can also view the synchronized growth status of virtual objects through terminals such as mobile phones and watches, achieving continuity of the companionship experience.

[0155] The vehicle architecture applicable to embodiments of this application has been described in detail above. The following will further elaborate on this description... Figure 3B This section provides a detailed diagram of the cloud synchronization architecture, illustrating the bidirectional synchronization process between the vehicle, cloud, and mobile devices. The architecture is divided into three layers: vehicle, cloud, and mobile. Each layer achieves end-to-end collaboration through 10 sets of data interactions. The specific process is as follows: (I) Hierarchical Structure 1. Vehicle end The vehicle serves as the data source and experience platform for the growth of virtual objects. It can include: the vehicle's infotainment system, onboard sensors, and the virtual object's state. Among them, the onboard sensors are responsible for collecting operational data such as vehicle mileage, driving the virtual object's state updates; the vehicle's infotainment system is responsible for the local rendering of virtual objects, multimodal feedback control, and also handles data interaction with the cloud.

[0156] 2. Cloud The cloud serves as a relay node for cross-device synchronization. It can be a cloud server, and its functions include user account binding, virtual object state storage, and cross-device message push. As a data relay node, the cloud server enables bidirectional synchronization of the status and settings between the vehicle and mobile devices, ensuring data consistency across all terminals.

[0157] 3. Mobile devices As an extended carrier for virtual objects to accompany users after they leave the vehicle, mobile devices can include mobile applications (Apps), desktop cards, smartwatches and their watch face components, which are used to synchronously present the growth status of virtual objects after the user leaves the vehicle, and support remote configuration with user-defined settings.

[0158] (ii) Various data interaction functions 1. Two-way interaction between vehicle and cloud ① Mileage / Growth Status Upload: The vehicle uploads mileage data collected by onboard sensors and the real-time growth status of virtual objects to the cloud server, providing a data source for cloud status storage and cross-device synchronization.

[0159] ② User settings acquisition: The vehicle retrieves user-defined settings (such as mileage thresholds, virtual object types, cross-device synchronization preferences, AR placement positions, etc.) from the cloud server to complete the configuration update of the vehicle system and ensure consistency between the vehicle and user settings.

[0160] ③ Real-time push of growth status: The cloud server pushes the updated growth status of the virtual object to the vehicle in real time, ensuring that the growth status of the virtual object on the vehicle is synchronized with the growth status stored in the cloud, and adapting to the update of growth status after multi-terminal operation.

[0161] ④Settings Synchronization: The cloud server synchronizes the user-defined settings sent from the mobile terminal to the vehicle terminal, so that the configurations modified by the user on the mobile terminal (such as adjusting the mileage threshold, AR location, etc.) take effect on the vehicle terminal, and completes the unification of settings across all terminals.

[0162] 2. Cloud-Mobile Two-Way Interaction ⑤ Growth Status Push: The cloud server pushes the latest growth status of the virtual object to the mobile APP and / or desktop card, allowing users to view the growth progress and morphological changes of the virtual object in real time on their mobile devices, thus continuing the growth status after leaving the vehicle.

[0163] ⑥ User settings synchronization: The cloud server synchronizes user-defined settings to the mobile APP and / or desktop cards, ensuring that the configuration on the mobile device is completely consistent with that on the vehicle and in the cloud, allowing users to view and modify settings on their mobile devices.

[0164] ⑦ Growth Status Push: The cloud server pushes the latest growth status of the virtual object to the smartwatch, which is then displayed through the watch face component on the smartwatch. This allows users to quickly view the growth status of the virtual object on the watch, achieving a lightweight and convenient companionship experience.

[0165] ⑧ User settings synchronization: The cloud server synchronizes user-defined settings to the smartwatch and the watch face component on the smartwatch, ensuring that the configuration on the smartwatch is completely consistent with that on the vehicle and mobile phone.

[0166] ⑨ User-defined settings (such as thresholds / preferences / AR location): Users can submit custom settings (such as adjusting mileage thresholds, selecting virtual object types, setting cross-device synchronization preferences, adjusting AR placement, etc.) through a mobile app and / or desktop cards, and upload them to the cloud server, where the cloud will complete the synchronization of settings across all terminals.

[0167] ⑩ User Settings: Users can submit custom settings (such as adjusting synchronization preferences, virtual object display styles, etc.) through smartwatches and / or watch face components, upload them to the cloud server, and the cloud will complete the synchronization of settings across all terminals, realizing two-way interoperability of multi-terminal configurations.

[0168] In summary, the vehicle can collect mileage data through onboard sensors to drive the growth of virtual objects, and upload the growth status to the cloud via ①. The cloud server is bound to the user account, stores the virtual object status, and pushes the growth status to the vehicle, mobile phone, and smartwatch via ③, ⑤, and ⑦ respectively, achieving synchronization of status across all terminals. Users can submit custom settings on the vehicle, mobile phone, and smartwatch, which are uploaded to the cloud via ②, ⑨, and ⑩, and then synchronized to all terminals via ④, ⑥, and ⑧ to ensure configuration consistency. After leaving the vehicle, users can view the virtual object's growth status in real time through mobile devices such as mobile phones and smartwatches, achieving a continuous user experience of "accumulation on the vehicle and companionship across multiple terminals".

[0169] Figure 3C This application provides a schematic diagram illustrating the linkage between fragrance and air conditioning airflow. The diagram demonstrates a possible implementation method where fragrance and air conditioning airflow are coordinated to achieve multi-sensory feedback in the cabin when a virtual object's growth event is triggered. Among some possible implementation methods... Figure 3A The vehicle may also include an air conditioning system (an example of an air conditioning device below) and a fragrance system (an example of fragrance-related devices below). The air conditioning system includes, but is not limited to, air conditioning ducts, a mixing chamber, and front air conditioning vents, responsible for providing airflow. The fragrance system includes, but is not limited to, a front center fragrance module, deployed in the center of the front of the vehicle, responsible for releasing corresponding fragrances according to fragrance commands. The linkage between the air conditioning system and the fragrance system is as follows: When a virtual object triggers a growth event Figure 3AThe interactive control module generates fragrance and air conditioning commands; the fragrance module releases fragrance and delivers it to the mixing chamber, and the air conditioning duct outputs air conditioning airflow with set parameters and simultaneously sends it into the mixing chamber. The two are fully mixed to form a fragrance-infused mixed airflow; the mixed airflow is delivered to the passenger area in the form of directional wind through the front air conditioning vents, and finally the fragrance diffuses throughout the entire cabin, achieving dual multi-sensory feedback of smell and touch.

[0170] This pre-mixing system, using a mixing chamber, allows for precise control of the fragrance concentration and the matching of air conditioning parameters, avoiding uneven concentration and localized pungent odors caused by direct fragrance release. With the front exhaust vent as the output node, the fragrance airflow is directed to the passenger area, prioritizing the olfactory experience of drivers and passengers. Simultaneously, the tactile feedback from the air conditioning enhances the interactive experience. Both the fragrance and air conditioning parameters are dynamically adjusted according to vehicle status, balancing driving safety and immersive experience.

[0171] The vehicle architecture and system architecture diagrams applicable to the embodiments of this application have been described in detail above. The following will further elaborate on them. Figure 3D This paper presents a schematic diagram of multi-sensory feedback temporal coordination. Figure 3D This demonstrates when the growth event of a virtual object is triggered. Figure 3A The timing linkage logic of the various feedback systems in the vehicle cabin shown is that by pre-setting a unified feedback timing template, the multi-sensory feedback of vision, hearing, smell and touch is coordinated and synchronized, thereby enhancing the user's immersive experience.

[0172] This time-series template uses the trigger time of the virtual object growth event as the time base (denoted as T0, corresponding to 00:00:00 in the diagram). The linkage status of each system at different time nodes is as follows: T0 moment (trigger moment, i.e. 00:00:00): The ambient lighting system instantly illuminates the theme color, and the fragrance system simultaneously starts and releases the corresponding fragrance, completing the initial trigger of the feedback and providing users with immediate event perception.

[0173] At time T0+30s (i.e., 00:00:30): the in-vehicle small round screen (i.e., an example of the auxiliary display screen in the text) starts the virtual object growth animation, and the air conditioning system switches to the breeze mode in sync. Through the linkage of visual animation and tactile wind sensation, the immersive feeling of the growth event is enhanced.

[0174] At time T0+60s (i.e., 00:01:00): the audio system enters the climax of the sound effects, and the ambient lights switch to a dynamic flowing effect in sync. Through the coordinated upgrade of auditory and visual elements, the sense of ritual of the growth event is enhanced.

[0175] At time T0+180s (i.e., 00:03:00): The small round screen triggers a pop-up animation of text and auspicious words, completing the visual feedback presentation of the growth event.

[0176] At T0+360s (i.e., 00:06:00): all feedback systems simultaneously enter the fade-out process: the ambient lights gradually turn off, the fragrance system stops releasing, the small round screen returns to its normal display state, the air conditioning system returns to its default parameters, and finally the cabin environment returns to its initial state, completing a complete multi-sensory feedback loop.

[0177] The preceding text provided a detailed introduction to vehicle architecture and multi-sensory feedback timing. The following section will combine... Figure 4A This application provides a detailed description of the method for playing animations.

[0178] It should be understood that in the following embodiments, 1. the execution order of some steps of the method can be adjusted according to actual needs, or some steps can be omitted or deleted; 2. each embodiment can be implemented independently or in combination with each other; 3. for the same or similar concepts and processes, some embodiments will not repeat them to avoid redundancy; 4. the interfaces involved in the embodiments of this application are only exemplary displays, used to assist in understanding the scheme, and do not constitute a limitation on the scope of protection.

[0179] Figure 4A This is a flowchart illustrating a virtual object generation method 400 provided in an embodiment of this application. Before describing method 400, a brief explanation of the execution entity involved in method 400 will be given. Method 400 can be performed by an entity possessing… Figure 2A and Figure 2B The execution of this method in a hardware-software architecture can also be performed by modules (such as processors, chips, or chip systems) applied within the electronic device, or by logic modules or software capable of implementing all or part of the electronic device's functions. Furthermore, this method 400 can also be executed by the cabin environment control system in the vehicle shown in Figure 3A; this embodiment of the application does not limit this approach.

[0180] The above method 400 may include the following steps: Step 401: During the first phase of the target virtual object, the first device plays a first animation on at least one display screen of the vehicle and acquires target parameters.

[0181] The first device can be understood as the vehicle's central control or cabin environment control system. As the core control unit, it has functions such as data processing, storage, and control display, and is responsible for managing the playback of target virtual object animations based on target parameters.

[0182] The first device can pre-store multiple sets of animation data for the target virtual object. These multiple sets of animation data can be understood as animation resources pre-stored in the first device, which include at least first animation data and second animation data. The first animation data and second animation data can be understood as two sets of multiple sets of animation data pre-stored in the first device.

[0183] The first animation data is used to determine the first animation of the target virtual object in the first stage, representing the form and dynamic effect of the target virtual object in the first stage.

[0184] The second animation data is used to determine the second animation of the target virtual object in the second stage, realizing the playback and form transition process of the second animation. This animation data contains information such as the form, movement, and change process of the target virtual object at different stages, and is the basis for realizing dynamic display.

[0185] The first and second stages are two phase intervals divided based on the target parameters. Different phase intervals correspond to different display stages of the target virtual object, and each stage has its own specific animation performance.

[0186] The aforementioned first animation is determined based on the first animation data and is used to display the form and dynamic state of the target virtual object in the first stage, and is played during the period when the target virtual object is in the first stage.

[0187] The aforementioned second animation is determined based on the second animation data and is used to display the form of the target virtual object in the second stage. It includes the dynamic transition process of the target virtual object switching from the first form in the first stage to the second form in the second stage, and is played when the target parameter reaches the threshold of the second stage.

[0188] At least one display screen can be understood as a display device used to display a first animation, a second animation, etc., and may include, but is not limited to, the vehicle's dashboard, central control display screen, auxiliary display screen, etc. The animation can be played on any one or more of these display screens to meet the display requirements of different driving scenarios and user needs.

[0189] For example, at least one display screen may include Figure 5 The system includes a circular auxiliary screen, a central control display screen, a passenger-side display screen (i.e., the passenger-side screen), left and right side control screens, and a smart tablet. Among them, the first device transfers the display carrier of the target virtual object from a general screen (such as a central control screen, instrument panel, etc.) to the circular auxiliary display screen in the front row of the vehicle, making full use of the visual focusing characteristics of the circular screen, making it an independent "emotional interaction zone" in the cabin.

[0190] The aforementioned target parameters can be understood as quantitative parameters used to divide stage intervals and drive the growth of virtual objects. They can be flexibly set according to the application scenario. At the same time, they are also the core basis for triggering animation switching.

[0191] The target parameter may include at least one of the following: vehicle driving data, sports data, learning data, gaming data, social interaction data, team collaboration data, smart home data, or environmental protection and energy saving data.

[0192] Vehicle driving data can be understood as the total driving data of the vehicle from initial use to the current moment. It is a core quantifiable cumulative parameter driving the growth of the target virtual object in the vehicle-mounted scenario and is used to divide the growth stages of the virtual object. It should be noted that there may be other quantifiable cumulative parameters driving the growth of the target virtual object in the vehicle-mounted scenario, but this embodiment does not limit this.

[0193] The vehicle's driving data includes, but is not limited to, at least one of the following: cumulative mileage, driving time, energy consumption, driving speed, and number of rapid accelerations.

[0194] Exercise data includes, but is not limited to: running distance, steps taken, exercise duration, or calorie consumption. For example, exercise distance can be understood as the cumulative distance a user completes during exercise (such as running, cycling, walking, etc.), and is a quantifiable cumulative parameter that drives the growth of the target virtual object in the exercise scenario. Exercise duration can be understood as the duration of the exercise process.

[0195] For example, running mileage can be understood as the cumulative running distance completed by a user when specifically engaging in running exercise, and it is the core parameter driving the growth of virtual objects in the running scenario.

[0196] For example, walking steps can be understood as the cumulative number of steps a user takes during daily walking or brisk walking. It is a quantifiable cumulative parameter that drives the growth of the target virtual object in a lightweight sports scenario.

[0197] It should be noted that the above-mentioned motion scenarios may also have other quantifiable cumulative parameters that drive the growth of the target virtual object, and this embodiment does not limit this.

[0198] Learning data includes, but is not limited to, learning duration, number of completed courses, or test scores. Learning duration refers to the total time a user spends learning, watching courses, or reading knowledge; it is a quantifiable cumulative parameter. The number of completed courses refers to the total number of pre-set courses completed by the user on the learning platform; it is a statistically significant and quantifiable cumulative parameter. Test scores refer to the quantifiable scores a user obtains in learning tests, course assessments, or knowledge evaluations; these scores can be used to drive the growth and stage transitions of virtual objects.

[0199] Game data includes, but is not limited to, in-game achievements, in-game achievement values, or online time. In-game achievements refer to achievement markers earned by users during gameplay, such as completing designated tasks, achieving game objectives, or unlocking game content. These are quantifiable interactive parameters used to drive the growth and stage transitions of virtual objects. In-game achievement values ​​refer to the quantifiable numerical values ​​corresponding to in-game achievements, representing the cumulative degree of a user's game achievements and driving the growth and stage transitions of virtual objects. Online time refers to the total time a user accumulates by logging into and using the game, application, or related devices. This is a quantifiable cumulative parameter used to drive the growth and stage transitions of virtual objects.

[0200] Social interaction data includes, but is not limited to, social interaction data. Social interaction data can refer to the cumulative data of various interactive behaviors generated by users in social, gaming, collaborative, or interactive scenarios, which can be used to drive the growth and stage switching of virtual objects.

[0201] Team collaboration data includes, but is not limited to, team project progress, collaboration data, and task completion rate. Task completion rate can be understood as the cumulative progress or number of tasks completed by users on the first device; it is a quantifiable cumulative parameter driving the growth of the target virtual object in a task-driven scenario. Team project progress refers to the ratio of completed work to total work or the completion stage during project execution; it is a quantifiable parameter characterizing the project's progress. Collaboration data refers to the cumulative data generated by collaborative activities such as joint operations, task flow, communication, and file sharing among team members.

[0202] Smart home data includes, but is not limited to, cumulative household electricity consumption, number of smart device linkages, and number of home scene executions. Cumulative household electricity consumption can be understood as the total electricity consumed by all electrical devices in the household within the statistical period; the number of smart device linkages can be understood as the cumulative number of times multiple smart devices within the household automatically link together according to rules; and the number of home scene executions can be understood as the cumulative number of times user-triggered or system-automatically executed "coming home" and "leaving home" scenarios, which can be used to drive the growth and phase switching of virtual objects.

[0203] Environmental protection and energy conservation data include, but are not limited to, environmental protection and energy conservation values. Environmental protection and energy conservation values ​​can be understood as quantitative scores obtained from statistics on household electricity consumption and energy-saving behavior, which can be used to drive the growth and stage switching of virtual objects.

[0204] General quantitative data includes, but is not limited to, growth value, experience value, points value, activity level, or usage time. Among them, growth value can be understood as an abstract, quantifiable, and cumulative parameter used to characterize the growth progress of a target virtual object. It can be accumulated through user behavior (such as using a device or completing a task) and is the core parameter driving the growth of virtual objects in general scenarios. It can be used to drive the growth and stage switching of virtual objects.

[0205] Experience points can be understood as the quantified values ​​accumulated by users after using the device and completing specified operations or tasks. They can be used to drive the growth of target virtual objects and are commonly found in scenarios such as smart terminals and sports equipment.

[0206] Points can be understood as quantifiable values ​​that users accumulate by using devices, completing tasks, participating in activities, etc., and can be used as quantifiable cumulative parameters to drive the growth of target virtual objects.

[0207] Activity level can be understood as a quantifiable cumulative parameter that characterizes the frequency of a user's device usage. It is calculated by combining data such as the user's daily usage time and frequency, and can drive the growth of the target virtual object.

[0208] Usage duration can be understood as the total time a user spends using the first device. It is a simple and easily obtainable quantifiable cumulative parameter in general scenarios, and the growth stages of virtual objects can be divided according to the duration to drive their growth.

[0209] It should be noted that this application embodiment mainly uses the vehicle's cumulative mileage (i.e., an example of driving data) as an example to explain in detail the specific implementation process of target parameters driving the growth of target virtual objects and animation switching. In other scenarios (including sports data, learning data, game data, social interaction data, etc.), the implementation principle, stage division method and animation display logic of target parameters driving virtual object growth can be executed with reference to the relevant description in this embodiment, and will not be repeated in the text.

[0210] The aforementioned target virtual object can be understood as a visually interactive image displayed on the vehicle's screen, capable of changing in stages and displaying animation effects based on vehicle driving data, user interaction, or vehicle operating status. This target virtual object has diverse types, including but not limited to at least one of virtual plants, virtual animals, virtual characters, or virtual cartoon figures. These different types of virtual objects provide a rich selection for the display of virtual images in the smart cockpit, meeting the diverse needs of different users based on their personalized aesthetic and interaction preferences.

[0211] For example, some users may like natural elements and tend to choose virtual plants as their target virtual objects; while some users may be interested in cute animal images and choose virtual animals; and some users may prefer virtual characters with personalized characteristics or fun virtual cartoons.

[0212] Virtual plants refer to visual objects that are based on plants and presented as virtual images on a display screen, such as virtual trees (like money trees), virtual flowers (like sunflowers), and virtual grasses.

[0213] Virtual animals refer to visual objects based on animals and presented as virtual images on a display screen, such as virtual pets (like cute kittens), virtual wild animals (like lions), and virtual cartoon animals (like flying cartoon puppies).

[0214] Virtual characters refer to visual objects that are based on real people and presented as virtual images on a display screen. Examples include virtual characters (such as characters set in a specific scene), virtual spokespersons (such as representative virtual characters designed by enterprises or brands), and cartoon characters (such as classic anime characters).

[0215] Virtual cartoon objects refer to visual objects that are based on cartoon or anime characters and presented as virtual images on a display screen. Examples include cartoon characters (such as Mickey Mouse), anime characters (such as various characters in anime), and abstract cartoon characters (that is, unique cartoon shapes formed by simple lines and color combinations).

[0216] For example, when a user starts the vehicle, they enter the vehicle system's settings interface (as described below). Figure 6C As shown in the image, the user can select a money tree as the target virtual object from various virtual object types during the current driving process. After detecting this selection event, the first device will retrieve pre-stored data related to the money tree. This data covers the morphological characteristics of the money tree at different growth stages, such as the small branches and sparse leaves in the seedling stage, the gradually thickening branches and increasing leaves in the growth stage, and the lush branches and leaves in the mature stage. It also includes dynamic effects during its growth process, such as swaying in the wind and shimmering leaves. Then, the first device can, according to the vehicle's current status and preset rules, display the money tree on at least one display screen in the vehicle (e.g., ...). Figure 6D A money tree is displayed on a circular auxiliary scattering screen (as shown). For example, when the vehicle is first started, the money tree may appear as a seedling with its branches and leaves swaying gently (an example of the first animation), as if welcoming the start of a new day. As the vehicle travels and accumulates mileage, the first device can gradually change the form of the money tree according to a preset growth logic, dynamically displaying its growth process on at least one display screen. For example, after driving for a period of time, the branches of the money tree thicken and the number of leaves increases (an example of the second animation), making it more vibrant.

[0217] Taking the vehicle's current cumulative mileage as an example, when the target virtual object is in the first stage, the first device will play a first animation on at least one display screen of the vehicle. The first device will continuously acquire the vehicle's current cumulative mileage as an important basis for determining the stage of the target virtual object and subsequent operations. The first device uses its pre-stored multiple sets of animation data of the target virtual object, among which the first animation data determines the first animation content of the target virtual object in the first stage.

[0218] For example, if the target virtual object is a money tree, in the first stage, the money tree may appear as a newly planted tree with sparse and immature branches and leaves. The first animation can show the money tree's slight swaying and slow growth at this stage. The first animation is played on at least one screen, allowing users to intuitively see the initial state and dynamic changes of the money tree.

[0219] Step 402: When the target parameter reaches the parameter threshold corresponding to the second stage, the first device can play the second animation on at least one display screen.

[0220] The parameter threshold can be understood as a preset critical value of the target parameter used to trigger the stage switching by the first device; it can be flexibly set according to the type of target parameter in different application scenarios. When the target parameter reaches the parameter threshold, the second animation is triggered to play, realizing the stage switching.

[0221] The threshold parameter may include at least one of the following: driving data threshold, sports data threshold, learning data threshold, gaming data threshold, social interaction data threshold, team collaboration data threshold, smart home data threshold, or environmental protection and energy saving data threshold.

[0222] Among them, the driving data threshold can be understood as a critical value set based on vehicle driving data, used to trigger the stage switching and animation playback of the target virtual object. The driving data threshold includes mileage threshold (e.g., 500 kilometers), driving time threshold (e.g., 10 hours), energy consumption threshold (e.g., 50 kWh), driving speed threshold (e.g., 60 km / h), and rapid acceleration number threshold (e.g., 10 times).

[0223] Motion data thresholds can be understood as critical values ​​set based on motion data, used to trigger stage transitions and animation playback of target virtual objects. These motion data thresholds include motion distance thresholds (e.g., 10 kilometers), running mileage thresholds (e.g., 3 kilometers), walking step thresholds (e.g., 8000 steps), exercise duration thresholds (e.g., 30 minutes), and calorie consumption thresholds (e.g., 200 kcal).

[0224] Learning data thresholds can be understood as critical values ​​set based on learning data, used to trigger stage switching and animation playback of the target virtual object. These learning data thresholds include learning duration thresholds (e.g., 60 minutes), number of completed courses thresholds (e.g., 5 lessons), and test score thresholds (e.g., 90 points).

[0225] Game data thresholds can be understood as critical values ​​set based on game data, used to trigger phase transitions and animation playback for target virtual objects. These game data thresholds include in-game achievement thresholds (e.g., 3 items), in-game achievement value thresholds (e.g., 500 points), and online time thresholds (e.g., 5 hours).

[0226] The social interaction data threshold can be understood as a critical value set based on social interaction data, used to trigger stage switching and animation playback of the target virtual object. This social interaction data threshold includes an interaction count threshold (e.g., 20 times).

[0227] Team collaboration data thresholds can be understood as critical values ​​set based on team collaboration data, used to trigger stage switching and animation playback of target virtual objects. These team collaboration data thresholds include team project progress thresholds (e.g., 50%), collaboration data thresholds (e.g., 15 times), and task completion thresholds (e.g., 10 items).

[0228] Home smart data thresholds can be understood as critical values ​​set based on home smart data, used to trigger stage transitions and animation playback of target virtual objects. These home smart data thresholds include household electricity consumption thresholds (e.g., 50 kWh), smart linkage frequency thresholds (e.g., 30 times), and scene execution frequency thresholds (e.g., 20 times).

[0229] The environmental protection and energy conservation data threshold can be understood as a critical value set based on environmental protection and energy conservation data, used to trigger the stage switching and animation playback of the target virtual object. This environmental protection and energy conservation data threshold includes an environmental protection and energy conservation value threshold (such as 100 points).

[0230] The general quantitative data threshold can be understood as a critical value set based on general quantitative data, used to trigger the stage switching and animation playback of the target virtual object. This general quantitative data threshold includes growth value threshold (e.g., 100 points), experience value threshold (e.g., 300 points), points value threshold (e.g., 500 points), activity threshold (e.g., 80 points), and usage time threshold (e.g., 20 hours).

[0231] The aforementioned second animation includes a dynamic transition process of the target virtual object switching from the first form of the first stage to the second form of the second stage. This dynamic transition process can be displayed through a series of continuous shots to show the changes in the form of the target virtual object, so as to achieve a smooth and natural growth effect.

[0232] The first form can be understood as the appearance of the target virtual object (such as a money tree) when it is in the first stage.

[0233] For example, when a money tree is in its seedling stage, its first form is characterized by a slender stem, low height, fewer and more tender leaves, and an overall small and delicate appearance.

[0234] The second form can be understood as the appearance of the target virtual object (such as a money tree) when it is in the second stage.

[0235] For example, taking the growth of a money tree from a seedling stage to a sapling stage as an example, the second stage is characterized by a thicker stem, increased height, more and more lush leaves, and an overall appearance of vigorous growth.

[0236] Taking the vehicle's driving data as the vehicle's cumulative mileage as an example, the first device will monitor the vehicle's cumulative mileage in real time. When the current cumulative mileage reaches the mileage threshold corresponding to the second stage, it signifies that the target virtual object is about to enter a new display stage. At this time, the first device will play a second animation on at least one display screen. This second animation includes the dynamic transition process of the target virtual object switching from the first form of the first stage to the second form of the second stage. For example, taking a money tree as an example, when the current cumulative mileage reaches the second stage mileage threshold (such as 888 kilometers), the second animation will show the money tree gradually transitioning from a sparse and immature form (i.e., an example of the second form) to a more lush and robust form (i.e., an example of the second form). This transition process may be achieved through dynamic effects such as the growth of branches and the increase of leaves, allowing users to clearly see the obvious changes that occur to the money tree as the vehicle's mileage increases, as if witnessing the growth of the money tree with their own eyes.

[0237] For example, during vehicle use, after the user starts the vehicle, the money tree (an example of the target virtual object) is in its first stage. At this time, the vehicle's central control device (the first device) plays the first animation on the central control display screen, showing the money tree as a newly planted, tender tree, its branches and leaves swaying gently, as if adapting to its new environment. As the vehicle continues to drive, the first device continuously acquires and records driving mileage data. When the driving mileage gradually increases and reaches the mileage threshold corresponding to the second stage, for example, when the vehicle has driven 888 kilometers (an example of the driving data threshold), the first device can switch to playing the second animation on the central control display screen. In the second animation, the user can see that the money tree has undergone significant changes; the originally sparse branches and leaves have become lush, and the trunk has become thicker. The entire transition process is vivid and natural, allowing the user to truly feel the money tree growing stronger as the vehicle's mileage increases. This dynamic display method changes the traditional single form of using only static badges and text prompts, bringing users a brand-new in-vehicle interactive experience. Users can intuitively perceive the process of mileage accumulation, just like witnessing the growth of the money tree, greatly enhancing the positive feedback of driving behavior. Whenever the vehicle reaches a new mileage threshold, users can see the changes in the money tree, gaining a strong sense of accomplishment and further stimulating their driving enthusiasm. Moreover, the animation can be flexibly played on various in-vehicle display devices such as the dashboard and central control screen. The first device can select the appropriate display screen for animation display based on different driving scenarios and user needs. For example, while the vehicle is in motion, to avoid interfering with the driver's viewing of important driving information, the first device can choose to play the animation on the auxiliary screen inside the vehicle; while the vehicle is parked and resting, the animation can also be displayed on the dashboard and central control screen, allowing users to appreciate the growth and changes of the money tree from different angles. This maximizes scenario coverage, significantly enhances the fun of the smart cockpit, strengthens the emotional connection between the user and the vehicle, and brings users a higher quality and richer driving experience.

[0238] It should be noted that in the vehicle scenario, when the vehicle's current cumulative mileage reaches the mileage threshold corresponding to the second stage, the state of the target virtual object can be called the mileage achieved state; when the vehicle's current cumulative mileage has not reached the mileage threshold corresponding to the second stage, the state of the target virtual object can be called the normal state, the ordinary state, or the mileage not achieved state.

[0239] For example, in an in-vehicle scenario, taking the vehicle's current cumulative mileage as the target parameter and a money tree as the target virtual object, the first stage is the cumulative mileage from 0 to 500 km, during which the first animation of the money tree in its seedling form is played; when the cumulative mileage reaches the 500 km threshold (i.e., an example of the mileage threshold), the second animation of the money tree transitioning from seedling to lush form is played.

[0240] For example, in a sports scenario, taking the target parameter as running mileage and the target virtual object as a virtual sprite, the first stage is the running mileage of 0-3km, during which the first animation of the sprite's initial form is played; when the running mileage reaches the 3km threshold (i.e., an example of the running mileage threshold), the second animation of the sprite's evolution and form upgrade is played.

[0241] For example, in a general growth scenario, taking the target parameter as the growth value (or experience value, etc.) and the target virtual object as a virtual pet, the first stage is a growth value of 0-100 points, playing the first animation of the pet's juvenile form; when the growth value reaches the 100-point threshold (i.e., an example of the growth value threshold), the second animation of the pet's growth and form advancement is played.

[0242] For example, in a whole-house smart home scenario, taking the target parameter as the number of times home smart devices are linked and the target virtual object as a virtual smart assistant as an example, the first stage is the number of scene executions from 0 to 20, during which the first animation of the assistant's initial form is played; when the number of scene executions reaches the threshold of 20 times (i.e., an example of the threshold of the number of scene executions), the second animation of the assistant's image being upgraded and unlocking a new form is played.

[0243] It should be noted that the stage division and animation driving method of the other target parameters can be flexibly set according to the actual application scenario, referring to the above examples. No further examples will be given here.

[0244] In some possible embodiments, after playing the second animation on at least one display screen, the method 400 further includes: Step 403: The first device can play the third animation on at least one display screen.

[0245] The third animation is either the first static animation or the first low dynamic display animation of the target virtual object in the second stage. The dynamic change degree of the first low dynamic display animation is lower than the first preset dynamic threshold. The dynamic display elements of the third animation are less than or equal to the dynamic display elements of the second animation.

[0246] The aforementioned first static animation can be understood as an animation form in which the target virtual object is in a completely static state displayed on the screen when it is in a specific stage (such as the first stage or the second stage). It does not contain any dynamic changing elements, but only displays the shape, appearance, and other characteristics of the target virtual object at that stage with a fixed frame. This form of animation can clearly present the details of the target virtual object, allowing users to carefully observe its static features. At the same time, due to its static nature, it will not cause too much visual interference to the user, making it suitable for driving or scenarios where a simple display is desired.

[0247] The first low-dynamic-range display animation can be understood as an animation form with slight dynamic changes presented on the display screen when the target virtual object is in a specific stage (such as the first stage or the second stage). This animation is not completely static, but the dynamic effect is relatively weak and not too complex or drastic. Its dynamic change level is lower than the first preset dynamic threshold, with relatively few dynamic display elements and relatively slow and small changes. This animation retains a certain dynamic effect, which can attract the user's attention and increase the interest and vividness of the display, without distracting the user's attention due to overly complex dynamic changes, making it suitable for driving scenarios.

[0248] The degree of dynamic change can be understood as the comprehensive expression of the dynamic characteristics of the target virtual object in the animation, such as the amplitude, frequency, and speed of its movement. For example, the amplitude of a virtual animal's tail wagging, the number of times it wags per second, and the speed of its wagging all fall under the category of the degree of dynamic change.

[0249] The first preset dynamic threshold can be understood as a pre-set reference value used to measure the degree of dynamic change in an animation, distinguishing between low-dynamic-range animations and those with higher dynamic levels. This first preset dynamic threshold can be set according to actual needs and system performance to ensure that the dynamic changes of the third animation are within an appropriate range and do not interfere with driving. For example, during driving, to ensure driving safety and avoid distracting the driver due to overly complex animations, a relatively low dynamic threshold can usually be set.

[0250] The term "below" indicates that the dynamic changes in the first low-dynamic display animation do not reach the first preset dynamic threshold. In other words, the dynamic effect of the animation is relatively slight and will not cause excessive interference to the user. For example, if the first preset dynamic threshold specifies that the maximum moving speed of an object in the animation is 10 centimeters per second, and the moving speed of an object in the first low-dynamic display animation is 3 centimeters per second, then the condition of "below the first preset dynamic threshold" is met.

[0251] For example, after the money tree has grown to the second stage, the third animation could show the money tree statically displaying its current stage of form, or just slightly shaking its leaves. The degree of dynamic change is significantly lower than the growth process from seedling to the second stage in the second animation, and the number of dynamically displayed elements is also smaller.

[0252] The aforementioned dynamic display elements can be understood as components in an animation that undergo dynamic changes. For example, in an animation showing a virtual flower opening, the unfolding of petals and the trembling of the stamen are dynamic display elements; in an animation of a virtual animal running, the swinging of the animal's limbs and the undulation of its body are also dynamic display elements.

[0253] The above "less than or equal to" can be understood as meaning that the number of dynamically displayed elements in the third animation is less than or equal to the number of dynamically displayed elements in the second animation, and there are two possibilities. First, the third animation has fewer dynamically displayed elements than the second animation; for example, the second animation has 5 dynamically displayed elements, while the third animation only has 3. Second, the two animations have the same number of dynamically displayed elements.

[0254] For example, taking a money tree as the target virtual object, during vehicle use, when the current mileage reaches a specific mileage stage (such as the second stage), the first device can first play a second animation on at least one display screen, showing the dynamic process of the money tree growing from the current mileage stage (such as the first stage) to the next mileage stage (such as the second stage), such as the growth of branches and the increase of leaves, creating a visual sense of ritual for the growth of mileage stages. After the second animation finishes playing, the first device will continue to play a third animation on the display screen. The third animation can be either a first static animation or a first low-dynamic display animation showing the money tree in a new mileage stage (such as the second stage). If the first device selects the first static animation, the money tree will statically display its form at that mileage stage, such as thick branches and lush leaves; if the first device selects the first low-dynamic display animation, the money tree may have slight dynamic changes, such as the leaves swaying slowly, but the degree of dynamic change is lower than the first preset dynamic threshold, and the dynamic display elements are less than or equal to the dynamic display elements of the second animation.

[0255] In this embodiment, after the transition animation (such as the second animation) plays, the first device continues to display a static or low-dynamic third animation. This preserves the visual ritual of the mileage progression while reducing display interference and system load, improving the comfort and safety of in-vehicle interaction, and further meeting the emotional and lightweight display needs of the smart cockpit. In actual driving, users' requirements for interactive displays change with the scenario: while driving, overly complex dynamic effects can easily distract attention and increase driving risks; while static or low-dynamic third animations can reduce interference, allowing users to focus more on driving. When the vehicle is stationary or the user is idle, the first device can replay the second animation, allowing the user to relive the growth process of the target virtual object, providing a richer interactive and entertainment experience.

[0256] In some other possible embodiments, the above dynamic transition process includes visual feedback and / or auditory feedback, wherein the visual feedback includes at least one of the following: growth animation of the target virtual object, change animation of the target parameters, or text prompts.

[0257] The dynamic transition process can be understood as the display process that includes visual and / or auditory feedback as the target virtual object grows from the first stage to the second stage, in order to enhance the user's perception of the changes at each stage.

[0258] Among them, the growth animation is used to show the morphological changes of the target virtual object from the current stage (such as the first stage) to the next stage (such as the second stage), such as the branches becoming thicker and the leaves increasing; the target parameter change animation is used to present the dynamic change process of the target parameter value (such as the cumulative mileage of the vehicle); and the text prompt information is used to inform the user of the changes at each stage in text form.

[0259] Auditory feedback includes sound effects and / or voice announcements associated with growth stages; among which, sound effects associated with growth stages can be specific sounds that simulate the growth process of a money tree, such as the rustling of leaves and the sound of branches stretching; voice announcements can be informing users of changes and related information of milestone stages through voice.

[0260] The growth stage can be understood as the process of a target virtual object (such as a money tree) growing from the first stage to the second stage, for example, from the seedling stage to the sapling stage, corresponding to the changes in each stage after the target parameter (such as the vehicle's mileage) reaches a specific value.

[0261] During vehicle operation, when the first device detects that the target virtual object (such as a money tree) needs to grow from the first stage to the second stage, a dynamic transition process will be triggered. For example, taking the money tree as the target virtual object, if the first device selects a growth animation, it will (such as the in-vehicle central control device) play the growth animation of the money tree on at least one display screen, showing its gradual change from the current stage (such as the first stage) to the next stage (such as the second stage), such as the branches gradually thickening and the number of leaves gradually increasing, allowing the user to intuitively see the growth process of the money tree.

[0262] If the first device selects the target parameter change animation, it will display the dynamic change process of the target parameter value (such as the vehicle's mileage value) on the screen. For example, the mileage value gradually increases from the current value to the mileage value corresponding to the next stage, allowing the user to clearly understand the mileage change at each stage.

[0263] If the first device selects text prompts, relevant text content will be displayed on the screen, such as "Congratulations, your money tree has grown to the next stage" or "The vehicle's mileage has reached a specific mileage value (such as 88 kilometers), entering a new stage," clearly informing the user of the change in mileage stage.

[0264] It should be noted that the first device may play some sound effects at the same time as the animation. Of course, the first device may also play the sound effects independently without the animation playback process. This application embodiment does not limit this.

[0265] For example, if the first device selects a sound effect associated with the growth stage, it can play specific sounds that simulate the growth process of the money tree through the car audio system, such as the rustling of leaves and the sound of branches stretching, thereby enhancing the user's perception of the money tree's growth from an auditory perspective.

[0266] If the first device selects voice broadcast, it can inform the user of the changes and related information of the target parameters (such as the vehicle's cumulative mileage) at each stage in the form of voice, such as "Your money tree has successfully grown into a sapling, and the vehicle's cumulative mileage has reached a certain mileage value (such as 88 kilometers)," so that the user can also receive clear information through hearing.

[0267] In summary, this embodiment, through a multimodal display method combining visual and auditory feedback during the dynamic transition of stage switching, further enhances the sense of ritual in the growth of the target virtual object. Visual feedback can employ at least one of the following: growth animation of the target virtual object, animation of changes in target parameters, or text prompts, allowing users to perceive stage changes more intuitively and clearly. Auditory feedback can utilize sound effects and / or voice broadcasts associated with the growth stages, enhancing the immersiveness and fun of the interaction from an auditory perspective. The synergistic effect of multimodal feedback significantly improves the user's emotional experience, making the growth interaction of the virtual object richer and more vivid, effectively solving the problems of limited feedback formats and insufficient emotional experience in existing technologies.

[0268] In some possible embodiments, the first animation is a second static animation or a second low-dynamic display animation, wherein the dynamic change degree of the second low-dynamic display animation is lower than a second preset dynamic threshold.

[0269] The second static animation can be understood as an animation in which the target virtual object is completely still in the display interface. In this animation state, all visual features of the target virtual object, such as its shape, color, and position, do not change dynamically over time, as if a static picture is embedded in the display scene.

[0270] When the target parameter (such as the vehicle's current cumulative mileage) has not reached the parameter threshold (such as the mileage threshold in the second stage), using a second static animation to display the target virtual object can minimize visual interference to the driver. Since there is no dynamic change, the driver does not need to distract themselves from the movement of the target virtual object, thus allowing them to focus more on the driving task and effectively improving driving safety. At the same time, the static display method has lower performance requirements for the device, reducing power consumption, extending the device's lifespan, and ensuring display stability, avoiding problems such as stuttering and flickering caused by dynamic rendering.

[0271] For example, taking a money tree as the target virtual object, when the vehicle is in the early stages of driving and the current cumulative mileage has not yet reached the preset stage threshold, the money tree on the display interface can be displayed statically as a seedling. Its stem stands straight and upright, its leaves are fixed in the corresponding positions, and its color remains emerald green and uniform. The entire money tree remains motionless on the screen, creating a tranquil and stable atmosphere for the smart cockpit.

[0272] The second low-dynamic display animation can be understood as an animation form in which the target virtual object has slight dynamic changes, and the degree of these changes is lower than the second preset dynamic threshold. This type of animation features slow and small dynamic changes, which will not attract excessive attention from the driver, but can still add a certain liveliness and dynamism to the display interface.

[0273] When the target parameter (such as the vehicle's current cumulative mileage) has not reached the parameter threshold (such as the mileage threshold in the second stage), a second low-dynamic display animation is used to showcase the target virtual object. This not only meets the needs of emotional interaction in the intelligent cockpit to a certain extent, allowing users to feel the vitality of the target virtual object, but also avoids excessive changes in dynamic effects that could cause visual interference to the driver. Compared to the second static animation, the second low-dynamic display animation adds some dynamic elements, making the display interface richer and more interesting, and improving the user's interactive experience; at the same time, due to its low degree of dynamic change, it still ensures that the driver can concentrate on driving, thus ensuring driving safety.

[0274] For example, using the money tree as the target virtual object, when the vehicle's current cumulative mileage has not reached the second-stage mileage threshold, if a second low-dynamic-range display animation is used, the money tree's sapling will exhibit subtle dynamic changes. For instance, the leaves will sway gently at a low frequency and amplitude, as if trembling lightly in a breeze; or the branches will sway slightly at a very slow speed, as if gently stretching their body. These dynamic changes are very subtle and will not distract the driver too much, yet allow the user to feel the money tree's vitality.

[0275] The second preset dynamic threshold is a pre-defined standard value used to define the dynamic range of the second low-dynamic display animation. It specifies the degree of dynamic change of the target virtual object in the second low-dynamic display animation, including the upper limit of parameters such as the amplitude, frequency, and speed of the dynamic change. Only when the dynamic change of the target virtual object is below the second preset dynamic threshold is it determined to be a second low-dynamic display animation; if it exceeds this threshold, it may be determined to be a high-dynamic animation, which may cause visual interference to the driver.

[0276] It should be noted that setting the second preset dynamic threshold helps to balance the emotional interaction needs of the smart cockpit with driving safety. By clearly defining the limits of dynamic changes, it can be ensured that the second low-dynamic display animation adds vividness to the display interface without excessively attracting the driver's attention, thereby ensuring driving safety.

[0277] For example, suppose the second preset dynamic threshold specifies that the dynamic change amplitude of the target virtual object should not exceed 5% of the screen size, the frequency should not exceed 2 times per second, and the speed should not exceed 10 pixels per second. Taking the money tree as an example, in the second low-dynamic display animation, the swaying amplitude of its leaves cannot exceed 5% of the screen size; that is, if the screen width is 1000 pixels, the maximum horizontal distance of the swaying leaves cannot exceed 50 pixels. The swaying frequency of the leaves cannot exceed 2 times per second; that is, the leaves can complete a maximum of 2 complete swaying movements per second. The speed of the leaves moving cannot exceed 10 pixels per second; that is, the time required for the leaves to move from one position to another cannot be less than 0.1 seconds. Through such settings, it can be ensured that the dynamic changes of the money tree are within a controllable range and will not interfere with the driver.

[0278] In some possible embodiments, the aforementioned multiple sets of animation data include at least one of the following two forms: pre-generated multiple sets of video animations, the multiple sets of video animations corresponding to multiple stages of the target virtual object, the multiple stages including at least a first stage and a second stage, the multiple sets of video animations including at least a first video animation and a second video animation, the first video animation being a first animation, and the second video animation being a second animation; and pre-stored multiple sets of animation parameters, the multiple sets of animation parameters being used to generate animations of multiple stages of the target virtual object when the animation is played, the multiple stages including at least a first stage and a second stage, the multiple sets of animation parameters including at least a first animation parameter and a second animation parameter, the first animation parameter being used to generate the first animation, and the second animation parameter being used to generate the second animation.

[0279] In this embodiment, the aforementioned multiple sets of animation data can include two forms: pre-generated multiple sets of video animations and pre-stored multiple sets of animation parameters, which are used to realize the animation display of the target virtual object at different stages.

[0280] The pre-generated video animations can be understood as complete video files pre-made for multiple stages of the target virtual object. Each video animation corresponds to a specific stage of the target virtual object, and can fully present the characteristics and dynamic effects of the target virtual object at that stage.

[0281] For example, taking a money tree as the target virtual object, let's assume its growth process is divided into a seedling stage (first stage) and a growth stage (second stage). The video animation created for the seedling stage is the first video animation, which records in detail the shape and color of the money tree seedling, as well as specific dynamics such as the leaves slightly trembling in a breeze. The video animation created for the growth stage is the second video animation, which shows the changes in the money tree's shape, such as the thickening of the stem and the more lush foliage, as well as more obvious dynamic effects, such as the branches and leaves swaying more significantly in the wind. This pre-generated video animation format is particularly suitable for scenarios where the animation content is relatively fixed and the requirements for playback quality are high, ensuring the stability and high quality of the animation display.

[0282] Multiple stages can be understood as different periods divided by the first device based on the development and changes of the target virtual object. Taking the target virtual object as a money tree as an example, the multiple stages can be divided according to its growth cycle, morphological characteristics, etc. For example, from seed germination to the emergence of the first true leaf is the seedling stage (such as the first stage), at which time the money tree's stem is slender and the leaves are small and sparse; from the appearance of the first true leaf to the plant reaching a certain height and having more branches and leaves is the growth stage (such as the second stage), during which the money tree grows rapidly, the stem gradually thickens, and the branches and leaves continue to increase. The target virtual object at different stages has different appearance characteristics and dynamic performance. By dividing it into multiple stages, its growth process can be displayed more accurately.

[0283] Pre-stored multiple sets of animation parameters can be understood as a set of data pre-stored in the first device. During animation playback, the first device uses these parameters to generate the animation for the corresponding stage of the target virtual object in real time. These parameters cover information about the target virtual object's shape, color, and dynamic changes at each stage. For example, for the seedling stage of a money tree (such as the first stage), the pre-stored animation parameters might include the thickness and length of the stem, the size, shape, and color of the leaves, and the frequency and amplitude of the leaves' movement. For the growth stage (such as the second stage), the animation parameters will be adjusted accordingly, such as the stem becoming thicker and longer, the leaves becoming larger and more numerous, and the frequency and amplitude of the leaves' movement potentially increasing. Using pre-stored multiple sets of animation parameters allows for flexible adjustment of animation details and effects according to actual needs, providing greater flexibility and scalability for animation display.

[0284] The aforementioned first and second animation parameters are sets of parameters corresponding to the first and second stages of the target virtual object, respectively, from multiple sets of animation parameters. The first animation parameter is used to generate the first animation, i.e., the animation of the target virtual object in the first stage. For example, taking a money tree as an example, the first animation parameter determines the appearance and dynamic characteristics of the money tree in its seedling stage, such as the initial thickness of the stem, the initial size and color of the leaves, and the initial swaying pattern of the leaves. The second animation parameter is used to generate the second animation, i.e., the animation of the target virtual object in the second stage. For a money tree, the second animation parameter will make the money tree exhibit characteristics of its growth stage, such as a thicker stem, more lush branches and leaves, and more pronounced leaf swaying. By setting the first and second animation parameters separately, the animation performance of the target virtual object at different stages can be precisely controlled. For example, during vehicle travel, when the money tree is in its seedling stage, the first device can generate the first animation in real time according to the first animation parameter, displaying the seedling form of the money tree; as the vehicle's mileage increases, the money tree enters its growth stage, and the first device can generate the second animation in real time according to the second animation parameter, presenting the characteristics of the growth stage money tree.

[0285] In some examples, when the first device needs to play an animation, it first needs to determine which animation data format to use. If multiple pre-generated video animation formats are used, the first device can read the corresponding video animation (first video animation or second video animation) from the storage location and play it according to the current stage of the target virtual object (such as whether the money tree is in the seedling stage or the growth stage).

[0286] If multiple sets of pre-stored animation parameters are used, the first device can read the corresponding animation parameters (such as the first animation parameter or the second animation parameter) from the local machine or a database according to the current stage of the target virtual object. Then, the first device uses these animation parameters to generate the corresponding stage's animation (such as the first animation or the second animation) in real time using a built-in animation generation algorithm and plays it. During playback, the animation parameters can also be dynamically adjusted according to actual needs to change the animation details and performance effects.

[0287] In some possible embodiments, the first device described above is applied to an in-vehicle scenario, and the at least one display screen includes a central control display screen and an auxiliary display screen. The auxiliary display screen is set independently from the central control display screen, and the auxiliary display screen meets at least one of the following display requirements: the display size of the auxiliary display screen is smaller than the display size of the central control display screen, the resolution of the auxiliary display screen is lower than the resolution of the central control display screen, the display brightness of the auxiliary display screen is lower than the display brightness of the central control display screen, the contrast ratio of the auxiliary display screen is lower than the contrast ratio of the central control display screen, or the refresh rate of the auxiliary display screen is lower than the refresh rate of the central control display screen.

[0288] The central control display screen can be understood as the core display device inside the vehicle, typically installed on the center console where it is easily visible and operable by the driver. It undertakes the primary tasks of information display and interaction, needing to present the driver with rich and detailed content, such as vehicle navigation information, multimedia entertainment information, vehicle status monitoring data (such as speed, RPM, fuel level, etc.), and various system settings options. Due to the importance of its function, it has high requirements for display parameters to ensure clear, accurate, and comprehensive information presentation.

[0289] The auxiliary display screen is independently set up from the central control display screen and does not share the same display hardware and system control logic. It has specific display functions, primarily used to display relatively simple, auxiliary information. The auxiliary display screen is inferior to the central control display screen in at least one of the following parameters: display size, resolution, brightness, contrast ratio, or refresh rate. This differentiated design is based on its functional positioning and cost considerations. For example, this auxiliary display screen can be... Figure 6D The circular auxiliary scattering screen in the middle.

[0290] Display size refers to the physical dimensions of the screen, typically measured diagonally in inches. Larger display sizes can show more content but also require more space and consume more energy. Auxiliary displays are smaller than the central control display, helping to save interior space and reduce energy consumption.

[0291] Resolution can be understood as the number of pixels a display screen can show, usually expressed as horizontal pixels × vertical pixels, such as 1920 × 1080. The higher the resolution, the clearer and more detailed the image, and the more details it can display. Auxiliary displays have lower resolutions than central control displays because the content they display is relatively simple, and a high resolution is sufficient to meet usage needs.

[0292] Display brightness can be understood as the intensity of light emitted by the display screen. Higher display brightness allows for clearer display of content in bright light environments, but it also increases energy consumption and may cause eye discomfort. The auxiliary display screen has a lower brightness than the central control display screen, which reduces energy consumption while ensuring basic display quality.

[0293] Contrast ratio can be understood as the ratio of the brightness of the brightest white to the darkest black on a display screen. The higher the contrast ratio, the stronger the sense of depth in the image and the more vibrant the colors. The contrast ratio of auxiliary displays is lower than that of the central control display screen. In scenarios where they display simple content, the requirements for contrast ratio are relatively low, and this design can reduce hardware costs.

[0294] Refresh rate can be understood as the number of times a display screen updates its image per second, measured in Hertz (Hz). A higher refresh rate makes the image smoother and reduces flickering and ghosting. The refresh rate of auxiliary displays is lower than that of the central control display because the content they display changes less dynamically; a lower refresh rate is sufficient for their needs and also helps reduce system power consumption.

[0295] In some examples, auxiliary displays can show the daily status of a target virtual object with lower display parameters. For instance, if a money tree is currently in its growth stage, the auxiliary display can show an image of a healthy money tree, specifically its 20-centimeter height and lush foliage, and can also display low-dynamic animation effects. Because the auxiliary display has a lower resolution and refresh rate, the displayed content is relatively simple and clear, without excessively interfering with the driver's vision, thus improving driving safety. Moreover, this design is better adapted to driving scenarios, allowing passengers to focus on the growth of the target virtual object without affecting driving, increasing the fun and interactivity within the vehicle.

[0296] In some possible embodiments, the auxiliary display screen described above has multiple dial mode switching functions, and it can display diverse content according to different needs. Its display parameters can be reasonably configured according to actual needs to reduce cost and power consumption while meeting display functions.

[0297] The aforementioned watch face modes include, but are not limited to, at least two of the following: electronic pendant watch face mode, tool watch face mode, smart watch face mode, or pet watch face mode. Each mode has specific display content and functions to meet the needs of users in different scenarios.

[0298] Among them, the electronic pendant dial mode is mainly used to display decorative content, such as exquisite pictures, artistic patterns, and dynamic effects. With the help of these rich and diverse decorative elements, the aesthetics and personalization of the smart cockpit can be effectively enhanced, creating a comfortable driving environment for users.

[0299] For example, taking a money tree as the target virtual object, the electronic pendant dial mode can be used to display animations of the money tree at multiple stages. When the user switches the auxiliary display to the electronic pendant dial mode, they can clearly observe the animation of the money tree at different stages (such as the dynamic changes of the money tree from seedling to maturity). The animations of the money tree at these stages include the slow growth animation of the seedling stage (an example of the first animation) and the animation of the lush foliage and blooming flowers of the mature stage (an example of the second animation). These animations demonstrate the growth of the virtual object.

[0300] Furthermore, users can interact with the money tree, such as by touching the screen to "interact" with it, enhancing the emotional interactive experience, enriching the in-vehicle display content, and improving the fun, practicality, and user experience of the smart cockpit.

[0301] The instrument panel mode displays real-time vehicle status data, including but not limited to at least one of the following: vehicle speed, remaining battery power, driving mode, tire pressure, remaining range, or fuel consumption. This mode allows users to intuitively understand vehicle operating information, ensuring driving safety and efficiency.

[0302] Smart dial mode provides users with interactive resources such as operable buttons, menus, and prompts. Through these resources, users can interact more deeply with the in-vehicle system, expanding the scenarios and methods of in-vehicle interaction and enhancing the user experience.

[0303] The pet watch face mode is used to display the virtual pet's appearance, status, and related interactive information. Virtual pets can be various cute animal characters, such as puppies, kittens, and rabbits.

[0304] In some possible embodiments, step 402 above can also be implemented in the following way: Step 4021: When the target parameter reaches the parameter threshold corresponding to the second stage, the first device stops playing the first animation.

[0305] In some examples, the first device can monitor target parameters (such as the vehicle's current cumulative mileage) in real time and compare them with a pre-set parameter threshold corresponding to the second stage (such as the mileage threshold of the second stage). When the target parameter (such as the vehicle's current cumulative mileage) is detected to reach the parameter threshold corresponding to the second stage (such as the mileage threshold of the second stage), the first device will send a stop playback command to at least one display screen that is playing the first animation. After receiving the stop playback command, the display screen will immediately stop playing the first animation of the money tree in the first stage. At this time, the dynamic picture of the first animation on the display screen freezes, preparing for the subsequent playback of the second animation.

[0306] Step 4022: After the first animation stops playing, the first device plays a second animation on at least one display screen.

[0307] After the first animation successfully stops playing, the first device sends a command to at least one display screen to play the second animation. Upon receiving the command, the display screen will begin playing the second animation on its respective screen, marking the transition of the money tree to the second stage, thus completing the animation switch of the target virtual object from the first stage to the second stage.

[0308] For example, taking a long-distance trip by a user as an example, in the initial stage of the vehicle's journey, before the current cumulative mileage reaches the mileage threshold corresponding to the second stage, the first device controls at least one display screen to play the first animation of a money tree in its seedling stage. The user can see the money tree seedling slowly growing on the screen, with its leaves gradually unfolding, as if accompanying the money tree on its growth journey.

[0309] As the vehicle continues to travel, the current cumulative mileage gradually increases. When a certain distance is traveled and the current cumulative mileage reaches the mileage threshold corresponding to the second stage, the first device performs operations according to steps 4021 and 4022 above. First, the first animation that was playing stops, and the image of the slowly growing money tree seedling freezes. Immediately afterwards, at least one display screen begins to play the second animation of the money tree's maturity stage. Users can clearly see the money tree's branches and leaves rapidly becoming lush, and flowers blooming one after another, presenting a vibrant scene. This clear stage transition allows users to clearly feel the growth and changes of the money tree, enhancing the emotional connection with the virtual object, while also adding fun and a sense of ritual to the driving process, greatly improving the overall interactive experience for users in the in-vehicle scenario.

[0310] In some possible embodiments, in an in-vehicle scenario, before playing the second animation on at least one display screen, the method 400 further includes: Step 404: The first device acquires the first status information of the vehicle.

[0311] The first state information includes at least one of ambient temperature information, driving mode information, or weather information; this information reflects the actual operating state of the vehicle and the external environment, and is an important basis for the dynamic adaptation animation display.

[0312] Ambient temperature information is used to reflect the temperature of the environment in which the vehicle is located; for example, the current temperature of the environment in which the vehicle is located, such as 30°C.

[0313] Driving mode information refers to the current driving mode of the vehicle, such as Eco, Sport, or Standard. Eco mode can be understood as reducing the response speed of power output, reducing fuel consumption, and making the vehicle speed smoother. It is suitable for low-to-medium speed driving conditions, such as daily commuting.

[0314] Sport mode can be understood as increasing engine speed to maintain sufficient torque, allowing for quick starts and stops. It is suitable for roads with few vehicles, relatively wide and flat roads, and situations where you want to overtake quickly in daily driving.

[0315] The standard mode can be understood as striking a balance between economy and power, and is suitable for various road conditions and driving scenarios.

[0316] Weather information refers to the current weather conditions of the vehicle's environment, such as sunny, rainy, or snowy weather.

[0317] The first device initiates its data acquisition function, establishing connections with relevant sensors inside the vehicle and potential external data sources to obtain the vehicle's initial status information. Specifically, for ambient temperature information, the first device communicates with the onboard temperature sensor to read the detected ambient temperature value; for driving mode information, the first device can obtain the currently set driving mode identifier from the vehicle's electronic control unit (ECU); for weather information, if the vehicle is equipped with a weather sensor, it directly obtains weather data from that sensor; if not, it interacts with an external weather service platform to obtain real-time weather information for the vehicle's location.

[0318] Step 405: The first device determines the second animation based on the first status information.

[0319] The first device performs comprehensive analysis and processing on the acquired first state information. It has a pre-set animation matching rule library, which defines corresponding second animations based on different ambient temperature ranges, driving modes, and weather conditions. The first device compares and matches the collected first state information with the conditions in the rule library to determine the most suitable second animation for the current vehicle state and environmental information. For example, when the ambient temperature is high and the vehicle is in sport driving mode, it might match a second animation showing a money tree still thriving in summer, with its branches and leaves swaying rapidly (simulating wind effects). Figure 7A As shown); when it is rainy or snowy weather, a second animation may be matched with the effect of snowflakes sliding down the leaves of the money tree and snow-capped mountains surrounding it (as shown). Figure 7A (As shown).

[0320] In summary, in this embodiment, the first device can determine and play a corresponding second animation based on at least one of the vehicle's ambient temperature, driving mode, or weather information. This allows the animation of the target virtual object's stage growth to adapt to the vehicle's actual operating state and external environment, preventing the animation from becoming disconnected from the vehicle's current scene. By dynamically adapting transition animations (such as the second animation) based on vehicle status and environmental information, the intelligence and scene relevance of in-vehicle interaction can be further improved, enhancing the rationality and fun of the animation display, meeting users' personalized interaction needs in different driving scenarios and environments, and improving the emotional experience of the smart cockpit.

[0321] In some possible embodiments, step 405 above can also be implemented in the following way: Step 4051: The first device can select a first target video animation that matches the first state information from multiple pre-generated video animations that combine the first state information as the second animation, and the multiple sets of animation data constitute multiple video animations.

[0322] Among them, video animation can refer to pre-made animation files containing consecutive frames, with each animation corresponding to a specific range of state information.

[0323] To address the various possible combinations of vehicle states, multiple sets of video animations can be pre-created and stored in a first device in the form of a state-video animation mapping table. In practical applications, the first device can continuously collect first state information and determine the video animation matching the current vehicle state by querying the state-video animation mapping table. This state-video animation mapping table can include various preset mapping relationships. For example, if the ambient temperature is ≤0℃ and there is no snowfall, the mapping table can point to the video animation of "the money tree's branches are frozen"; if a blizzard warning is detected, the mapping table can point to the video animation of "the money tree being covered by thick snow"; if snowfall is detected and the vehicle speed is <30km / h, the mapping table can point to the video animation of "snow slowly accumulating on the money tree and snowflakes falling".

[0324] The first device can continuously collect first state information and query matching video animations through the aforementioned state-video animation mapping table. For example, when a blizzard warning is detected, the video animation of "money tree covered by thick snow" can be automatically selected as the second animation.

[0325] Alternatively, in step 4052: the first device generates a second animation based on the first state information and the first animation parameters selected from multiple sets of animation data that match the first state information, wherein the multiple sets of animation data are multiple sets of animation parameters.

[0326] Among them, animation parameters can refer to a set of values ​​that define the rules for animation generation, including but not limited to quantifiable parameters such as growth speed, color change gradient, and shape change amplitude.

[0327] To accommodate various possible combinations of vehicle states, multiple sets of animation parameters can be pre-created and stored in a first device in the form of a state-animation parameter mapping table. In practical applications, the first device can continuously collect first state information and determine the animation parameters matching the current vehicle state by querying the state-animation parameter mapping table. This state-animation parameter mapping table can include various preset mapping relationships. For example, when the ambient temperature is detected to be ≤0℃, the mapping table can point to an animation parameter set containing the features of "icing branches and leaves turning blue"; when a blizzard warning is detected, the mapping table can point to an animation parameter set containing the feature of "a money tree covered in thick snow"; when snowfall is detected and the vehicle speed is <30km / h, the mapping table can point to an animation parameter set containing the features of "slow snow accumulation on a money tree and falling snowflakes".

[0328] The first device can continuously collect first state information and query the matching animation parameter set through the aforementioned state-animation parameter mapping table. For example, when a blizzard warning is detected, it can automatically select an animation parameter set containing the feature "money tree covered by thick snow" to generate a second animation.

[0329] In summary, in this embodiment, the first device selects a matching first target video animation from multiple video animations pre-combined with state information based on the first state information, or generates a second animation based on the first state information and corresponding first animation parameters. This allows the content of the second animation to be highly adapted to the current state information of the vehicle. Such a setup enriches the display format of the second animation, enhances the contextualization and intelligence of the animation display, makes the growth transition of the target virtual object more closely resemble the actual driving environment, strengthens the immersiveness and fun of in-vehicle interaction, and meets the user's needs for personalized and differentiated animation displays under different states.

[0330] In some possible embodiments, before playing the second animation on at least one display screen, the method 400 further includes: Step 405: The first device acquires the second status information of the vehicle.

[0331] The second state information is used to characterize the relevant data of the vehicle's current operating state, including but not limited to the vehicle's gear information (such as parking gear P, drive gear D, reverse gear R, etc.) and / or vehicle speed information (unit: km / h, used to reflect whether the vehicle is in motion).

[0332] The first device can collect information such as the gear position in real time through sensors and control modules inside the vehicle, ensuring that the acquired second state information is accurate and timely, and providing a reliable basis for subsequent judgment of the vehicle's current state.

[0333] Step 406: The first device determines the current status information of the vehicle based on the second status information.

[0334] The current status information can be understood as the vehicle's operating status determined based on the second status information, including driving status and parking status.

[0335] The driving status includes normal vehicle driving (speed greater than 0km / h), temporary parking, and braking to a standstill but in non-parking gear. Driving safety must be ensured in these states, and the animation display should be simple and low-interference.

[0336] The parking state can be understood as a stable, stationary state in which the vehicle is in the parking gear and the speed is 0 km / h. In this state, highly dynamic and ceremonial animations can be displayed.

[0337] When the vehicle is in park and the speed is 0 km / h, it is determined that the vehicle is currently in park.

[0338] When the vehicle is in a non-parking gear and the speed is 0 km / h (including normal driving, braking to a standstill, and temporary parking), it is considered to be in a driving state.

[0339] Step 407: The first device determines the second animation based on the current status information.

[0340] When the vehicle's cumulative mileage reaches the stage switching threshold: If the vehicle is in parking position and stationary, the first device determines that the vehicle is currently in a parking state. In the parking state, the first device can play a highly dynamic and complete transition animation of the growth of the target virtual object (such as a money tree) (i.e., an example of the second animation), such as the unfolding of branches and leaves, the sprouting of buds, and changes in light and shadow.

[0341] If the vehicle is in a non-parking gear such as D or R, even if the speed is 0 km / h (waiting at a red light or temporarily braking), the first device will still determine that the vehicle is in driving mode. In driving mode, the first device can play a low-interference, simple money tree shape switching animation (another example of the second animation) to avoid distracting the driver.

[0342] In summary, in this embodiment, before playing the second animation on at least one display screen, the first device can determine whether the vehicle is in a driving or parked state by acquiring second state information such as the vehicle's gear position and / or speed information, and determine the second animation accordingly based on the vehicle's current state information. This setting allows the virtual object's stage growth animation to adapt to the vehicle's actual driving state, avoiding the impact on driving safety caused by playing highly dynamic and highly interfering animation content during driving. Dynamically switching the second animation according to different vehicle states can provide a richer and more ceremonial animation display in the parked state, and a simpler and safer display form in the driving state, thus balancing the emotional interactive experience of the smart cockpit with driving safety, and improving the rationality and scene adaptability of in-vehicle animation display.

[0343] In some possible embodiments, step 407 can also be implemented through the following two optional steps. These two implementation paths can be executed separately or selected separately, both of which are used to ensure that the second animation in the driving state adapts to driving safety requirements: Step 4071: When the current status information indicates that the vehicle is in a driving state, the first device can select a second target video animation that matches the current status information from a plurality of pre-generated video animations as the second animation.

[0344] Step 4071 is the first implementation path for the first device to determine the second animation while in driving mode, namely, selecting the appropriate animation from multiple pre-generated video animations. The multiple video animations can be understood as multiple sets of animation resources (i.e., an example of multiple sets of animation data) pre-generated and stored in the first device, which include low-dynamic video animations adapted to the driving mode that can be directly retrieved and played.

[0345] The second target video animation can be understood as a video animation selected from multiple pre-generated video animations that matches the current driving state of the vehicle. It is usually a low-dynamic animation with low dynamic range and little visual interference.

[0346] When the current status information indicates that the vehicle is in a driving state, the first device can select a second target video animation that matches the current status information from a plurality of pre-generated video animations as the second animation; wherein, the plurality of animation data pre-stored by the first device are the aforementioned plurality of video animations, and the plurality of video animations include low dynamic video animations specifically adapted to the driving state, and the first device filters out the second target video animation that meets the requirements through status matching.

[0347] For example, taking the money tree as an example, the first device can select a second target video animation that matches the driving status from a number of pre-generated money tree-related video animations. The second target video animation is a low-dynamic animation of the money tree switching from seedling form to growth form, showing only slight adjustments to the outline of the money tree and the slow unfolding of the leaves, without strong light and shadow changes or fast movement effects, so as to avoid distracting the driver's attention.

[0348] Alternatively, in step 4072: the first device generates a second animation based on the current state information and the second animation parameters selected from multiple sets of animation data that match the current state information.

[0349] Step 4072 is a second implementation path for the first device to determine the second animation while the vehicle is in motion, namely, generating an adapted low-dynamic animation in real time based on the animation parameters. For example, the first device can generate a low-dynamic second animation based on the second animation parameters.

[0350] The second animation parameter can be understood as multiple sets of animation parameters (i.e., another example of multiple sets of animation data) pre-stored in the first device, corresponding to different state information of the vehicle, and used to generate a low-dynamic second animation. The second animation parameter may include, but is not limited to, animation frame rate, shape change amplitude, visual effect intensity, and display duration.

[0351] Low-dynamic second animation can be understood as a transition animation with smooth dynamic changes, simple visual elements, no strong light and shadow or fast movement effects, and no strong interference to the driver. It is suitable for display when the vehicle is in motion.

[0352] When the current status information indicates that the vehicle is in a driving state, the first device can first filter out the second animation parameters that match the current status information from multiple pre-stored sets of animation data (i.e., an example of multiple sets of animation parameters), and then generate the second animation based on the current status information and the filtered second animation parameters. The second animation parameters are specially configured configuration parameters for generating low-dynamic second animations. The parameters can be fine-tuned according to the specific scenario of the driving state (such as temporary braking or normal driving) to ensure that the generated second animation meets the requirements of low interference and high safety.

[0353] For example, the first device can first select a second animation parameter that matches the current driving status from multiple pre-stored animation parameters (such as the configuration parameters for the money tree animation) (such as reducing the animation frame rate, reducing the leaf extension amplitude, and shortening the animation display duration). Then, based on the second animation parameter, it can generate a low-dynamic second animation of the target virtual object (such as the money tree) in real time. The overall animation rhythm is smooth and the visual interference is low, which not only realizes the stage growth display of the money tree, but also does not affect the driver's normal driving.

[0354] In summary, in this example, when the vehicle is in motion, the first device can select a second target video animation that matches the current state information from multiple pre-generated video animations, or generate a low-dynamic second animation based on the corresponding second animation parameters. This allows the played second animation to adapt to the vehicle's driving state. This setting reduces the dynamic range and visual interference of the animation while driving, ensuring the driver's attention is focused on driving operations and improving interactive safety during driving. Simultaneously, this method balances the personalization and scene adaptability of the animation display, enabling the growth animation display of virtual objects while ensuring driving safety, further enhancing the interactive rationality and user experience of the smart cockpit.

[0355] In some possible embodiments, step 407 can also be implemented through the following two optional steps. These two implementation paths can be executed separately or selected separately, both of which are used to ensure that the second animation in the parking state adapts to driving safety requirements: Step 4073: When the current status information indicates that the vehicle is in a parked state, the first device selects a third target video animation that matches the current status information from a plurality of pre-generated video animations as the second animation.

[0356] Step 4073 is one implementation path for the first device to determine the second animation in the parked state, that is, to select the appropriate animation from multiple pre-generated video animations.

[0357] The multiple video animations include multiple sets of animation resources (another example of multiple sets of animation data) pre-generated and stored in the first device, which contain highly dynamic video animations adapted to the parking state and can be directly retrieved and played.

[0358] The third target video animation can be understood as a video animation selected from multiple pre-generated video animations that matches the current parking state of the vehicle. Its characteristics are high dynamics and rich visual effects, which are suitable for the interactive needs of parking scenarios.

[0359] When the current status information indicates that the vehicle is in a parked state, the first device can select a third target video animation that matches the current status information from a plurality of pre-generated video animations as the second animation; wherein, the plurality of animation data pre-stored by the first device are the aforementioned plurality of video animations, and the plurality of video animations include high dynamic video animations specifically adapted to the parked state, and the first device filters out the third target video animation that meets the requirements through status matching.

[0360] For example, the first device can select a third target video animation that matches the parking status from a number of pre-generated money tree-related video animations as the second animation; the third target video animation is a highly dynamic animation of the money tree switching from seedling form to growth form, including rich dynamic effects such as sprouting buds, rapid unfolding of branches and leaves, gradual changes in light and shadow, and petal embellishment, which has a strong visual impact, fully presents the growth process of the money tree, and creates a strong sense of ritual for the achievement of the stage.

[0361] Alternatively, in step 4074: the first device generates a second animation based on the current state information and a third animation parameter selected from multiple sets of animation data that matches the current state information.

[0362] Step 4074 is another way to determine the second animation when the first device is in the parked state, that is, to generate an adapted high dynamic range animation in real time according to the animation parameters.

[0363] The third animation parameter can be understood as one of multiple sets of animation parameters (i.e., an example of multiple sets of animation data) pre-stored in the first device, corresponding to the vehicle's parking status information, and used to generate a highly dynamic second animation. This third animation parameter may include animation frame rate, shape change amplitude, visual effect intensity, display duration, and lighting effects, etc.

[0364] Highly dynamic second animation can refer to transition animations that are rich in dynamic changes, visually full, contain obvious form transitions, light and shadow changes or dynamic effects, have a strong visual impact, and can provide an immersive experience, adapting to the interactive needs of parking scenarios.

[0365] For example, the first device can first select a third animation parameter (such as increasing the animation frame rate, increasing the spread of branches and leaves, increasing light and shadow effects, and extending the animation display duration) that matches the current parking status from multiple pre-stored sets of animation parameters (i.e., money tree animation configuration parameters). Then, based on the third animation parameter, a highly dynamic second animation of the money tree is generated. The animation has a full rhythm and rich visual effects, which not only clearly shows the stage growth of the money tree, but also provides users with an immersive and emotional interactive experience, enhancing the fun of using it.

[0366] In summary, in this embodiment, when the vehicle is parked, the first device selects a third target video animation that matches the current state information from a plurality of pre-generated video animations as the second animation, or generates a highly dynamic second animation based on the corresponding third animation parameters. This fully adapts to the usage scenario when the vehicle is parked. Such a setup can provide users with richer and more visually impactful transition animations (such as the second animation) without compromising driving safety. It enhances the sense of ritual and fun in achieving mileage milestones, fully satisfies users' emotional and entertaining interactive needs while parked, and improves the personalized experience and user engagement of the smart cockpit.

[0367] In some possible embodiments, the above dynamic transition process also includes olfactory feedback and / or tactile feedback, wherein olfactory feedback is achieved by triggering the vehicle's fragrance-related devices, and tactile feedback is achieved by triggering the vehicle's air conditioning devices.

[0368] Among these, fragrance-related devices can be understood as in-vehicle devices installed inside vehicles to release different scents. These devices can output a matching fragrance based on the scene of the target virtual object (e.g., ...). Figure 7C (as shown), to achieve olfactory feedback.

[0369] Air conditioning equipment can be understood as the vehicle's built-in air conditioning system, which can output directional airflow (such as...) according to preset modes and preset intensities. Figure 7C As shown in the figure, it provides users with tactile stimulation to achieve tactile feedback.

[0370] Olfactory feedback can be understood as a form of feedback in which fragrance-related devices release scents that match the current scene of the target virtual object during a dynamic transition, thereby enhancing the realism and immersion of the scene.

[0371] Tactile feedback can be understood as a form of feedback that provides users with intuitive tactile stimulation by outputting airflow according to a preset strategy during a dynamic transition process.

[0372] While the target virtual object undergoes phase switching and dynamic transitions, the first device can control the dynamic transition process, which also includes olfactory and / or tactile feedback. Olfactory feedback involves releasing scents matching the scene in which the target virtual object is located via fragrance-related devices; tactile feedback involves outputting a preset airflow via air conditioning equipment. The first device can coordinate the control of animation display, fragrance release, and air conditioning airflow output based on the target virtual object's development stage, scene type, and current vehicle status, organically combining visual, olfactory, and tactile feedback methods.

[0373] For example, taking a money tree as the target virtual object, when the vehicle is parked and the money tree is dynamically transitioning from a seedling to a lush form, the first device can control the fragrance-related devices to release a fresh herbal or floral scent that matches the plant's growth scene, thus providing olfactory feedback; at the same time, it controls the air conditioning equipment to output a preset airflow in a gentle and soothing mode, simulating a natural breeze, thus providing tactile feedback; combined with the highly dynamic visual animation of the money tree's growth, an immersive interactive experience combining sight, smell, and touch is formed, making the user feel as if they are in a real plant growth environment, greatly enhancing the sense of ritual during the transition of growth stages.

[0374] In some possible embodiments, before playing the first animation on at least one display screen of the vehicle, the method 400 further includes a preparatory step for selecting the target virtual object and acquiring the current stage, providing a basis for subsequent animation playback: Step 408: The first device may display at least one virtual object on a first display interface of at least one display screen.

[0375] The first display interface can be understood as an interactive interface on at least one screen in the vehicle, used to display virtual object selection options, providing users with a visual entry point for selecting virtual objects. For example, this first display interface could be... Figure 6C Interface 607.

[0376] At least one virtual object can be understood as multiple visually interactive images displayed on the first display interface by the first device for the user to choose from, including but not limited to virtual plants, virtual animals, virtual characters, and virtual cartoons. Users can choose according to their own preferences, providing users with a clear and visual selection interface.

[0377] Step 409: The first device receives the user's first operation command.

[0378] The first operation instruction can be understood as an instruction issued by the user through in-vehicle interaction methods (such as touch operation, voice operation, button operation, etc.) to select a virtual object, which is received and parsed by the first device.

[0379] In some examples, the first device can receive a first operation command issued by the user through the vehicle's in-vehicle interaction module (such as a touch module, voice recognition module, button module, etc.); the first operation command is used to instruct the user to select a target virtual object, and the first device can determine the user's selection intent by parsing the first operation command.

[0380] Step 410: The first device determines the target virtual object from at least one virtual object according to the first operation instruction, and obtains the current stage of the target virtual object.

[0381] The target virtual object can be understood as a visual interactive image selected by the user from at least one virtual object through a first operation command, which will subsequently grow in stages and display corresponding animations according to target parameters (such as the vehicle's cumulative mileage); this embodiment uses the money tree (virtual plant type) as an example for illustration.

[0382] The current stage can be understood as the growth stage at which the target virtual object is selected. This stage is associated with target parameters (such as the vehicle's cumulative mileage) and is obtained by the first device based on the target virtual object's identifier and associated data.

[0383] The first device can select the user-selected object as the target virtual object from at least one virtual object displayed in step 408 according to the parsed first operation instruction; at the same time, the first device retrieves the associated data of the target virtual object to obtain its current stage (such as the first stage) at the time of selection, so as to ensure that the first animation played later matches the current stage and ensure the continuity of the animation display.

[0384] It should be noted that steps 408, 409 and 410 can be understood as the preparatory steps before playing the first animation in method 400 above.

[0385] In some other possible embodiments, the method 400 described above further includes the following steps (see...). Figure 4B Steps 411 to 415 detail the cross-device transmission, synchronization, and interaction process of the target virtual object's growth status data: Step 411: The first device sends the growth status data of the target virtual object to the second device; correspondingly, the second device receives the growth status data from the first device.

[0386] The first device, acting as the data initiator, can be the vehicle's central control device, cockpit domain controller, vehicle infotainment system, or cockpit environment control system, etc.; it can collect and send the growth status data of the target virtual object to the second device.

[0387] The second device, acting as a data relay and management device (which can be understood as a cloud device or remote server), receives the growth status data sent by the first device and synchronizes it to the terminal bound to the target user's account, thus achieving remote data management and synchronization. For example, the second device could be... Figure 3B The cloud server in the middle.

[0388] Optionally, the second device can also be a local server. The second device can receive growth status data sent by the first device through point-to-point communication and other means, and synchronize growth status data with the third device.

[0389] The target user account can be understood as a user identity account used to bind multiple terminals. Through this account, growth status data can be synchronized across multiple terminals, ensuring that users can obtain consistent growth information of the target virtual object on different terminals.

[0390] Growth status data can be collected and transmitted through the first device; it can be used to characterize the growth status and related information of the target virtual object, including but not limited to at least one of the following: the identifier of the target virtual object, the target parameters corresponding to the target virtual object, and the indication information indicating the current stage of the target virtual object.

[0391] The identifier of the target virtual object can be a unique identifier (such as a unique code, name identifier, etc.) used to distinguish different target virtual objects. This is used to enable the first device, the second device, and the third device to accurately identify the target virtual object currently being synchronized, avoid data confusion between different virtual objects, and ensure accurate matching between growth status data and the corresponding virtual object.

[0392] The target parameters corresponding to the target virtual object (such as the current cumulative mileage of the target virtual object) can be understood as quantifiable cumulative parameters associated with the target virtual object, used to drive the target virtual object's growth, stage division, and animation switching. Different types of target parameters can be set for different application scenarios, and the cumulative changes of the target parameters directly reflect the growth progress of the target virtual object.

[0393] For example, taking the target parameter corresponding to the target virtual object as the current cumulative mileage of the vehicle, the current cumulative mileage can refer to the total mileage of the vehicle from the initial use to the current moment; it is the core basis for triggering the stage switching of the target virtual object, and also an important part of the growth status data, used to characterize the growth progress of the target virtual object (e.g., the more mileage, the later the growth stage of the virtual object).

[0394] The indication information of the current stage of the target virtual object can refer to the identification information used to clarify the current growth stage of the target virtual object (such as stage code, stage name, status mark, etc.), which can directly reflect the current form and growth progress of the target virtual object, making it easy for the first device, second device, and third device to quickly identify the stage of the target virtual object, and ensuring that the animation display and data synchronization are consistent with the current stage.

[0395] The first device collects the growth status data of the target virtual object and sends the growth status data to the second device; correspondingly, the second device receives the growth status data sent by the first device and completes the reception and initial storage of the data.

[0396] For example, a first device (such as the vehicle's central control device) collects data on the growth status of the money tree, including the money tree's identifier, the vehicle's current cumulative mileage, and indications that the money tree is currently in the growth stage, and sends this data to a second device (such as a cloud server); the second device successfully receives the growth status data and completes its storage.

[0397] Step 412: The second device synchronizes the growth status data to at least one terminal bound to the target user account; correspondingly, the third device receives the growth status data from the second device.

[0398] The third device can be understood as one of at least one terminal bound to the target user's account, used to receive growth status data synchronized from the second device, generate the target virtual object, and respond to user interaction operations.

[0399] The third device includes, but is not limited to, mobile terminals, wearable terminals, projection terminals, or augmented reality (AR) terminals.

[0400] Among them, mobile terminals can refer to portable smart devices that are easy for users to carry and have data receiving and display functions, such as mobile phones and tablets, which can be used to receive and present target virtual objects.

[0401] Wearable terminals refer to smart terminal devices that can be worn on a user's body, such as smartwatches, smart bracelets, and smart glasses, which can receive growth status data and display target virtual objects.

[0402] A projection terminal can refer to a device with projection display capabilities, which can project virtual objects onto the in-vehicle or out-of-vehicle interface for display, achieving an immersive display effect.

[0403] AR terminals can refer to devices that support augmented reality display and interaction, which can integrate virtual objects with real-world scenes, such as AR glasses, mobile phones or tablets that support AR functions.

[0404] The first device can use the second device as a relay to synchronize the growth status data sent by the first device to the third device and other bound terminals, ensuring that the growth status of the target virtual object on each terminal is consistent with that on the vehicle (first device), thereby achieving cross-device synchronization.

[0405] Specifically, after processing the received growth status data, the second device can synchronize it to at least one terminal bound to the target user's account; the at least one terminal includes at least one of the aforementioned mobile terminal, wearable terminal, projection terminal, or augmented reality (AR) terminal; these terminals can all be used to present the target virtual object; correspondingly, as one of the at least one terminal, the third device can receive the growth status data synchronized by the second device.

[0406] For example, the second device synchronizes the growth status data of the money tree to at least one terminal (such as the user's mobile phone, smartwatch, or AR glasses) that is bound to the target user's account; as one of the terminals, the third device (such as the user's mobile phone) can receive the growth status data synchronized by the second device.

[0407] Step 413: The third device generates the target virtual object based on the growth status data.

[0408] The third device parses the received growth status data and generates a target virtual object that is consistent with the status of the vehicle (such as the first device) based on the growth status data, so as to ensure the consistency of the growth status of virtual objects across devices.

[0409] For example, a user's mobile phone (an example of a third device) generates a money tree that matches the status on the vehicle's central control display screen (such as the current growth stage and the corresponding cumulative mileage) based on the received growth status data, ensuring that the growth status of the money tree on the mobile phone and the vehicle is completely synchronized.

[0410] Step 414: The third device receives the user's interactive operation.

[0411] Interactive operations can be understood as operations initiated by a user on a third device to interact with a target virtual object, including but not limited to at least one of gesture operations (such as touch, swipe, etc.) and voice operations (such as voice commands).

[0412] The third device can receive user-initiated interactive operations through its own interactive modules (such as touch modules and voice recognition modules).

[0413] For example, users can initiate interactive actions with the money tree on their mobile phones through gestures (such as touching the leaves of the money tree) or voice commands (such as "make the money tree grow faster"), and the mobile phone can receive these interactive actions. Another example is... Figure 9E As shown, users can also initiate interactive operations with the money tree through gestures (such as watering the money tree).

[0414] Step 415: The third device responds to the user's interaction with the target virtual object based on the interactive operation.

[0415] The third device parses the received interactive operations and responds to the user's interaction with the target virtual object based on the parsing results, thereby realizing multimodal interaction between the user and the virtual object.

[0416] For example, a mobile phone (an example of a third device) interprets the user's interactive actions and responds to the user's interaction with the money tree (such as the money tree leaves slightly shaking when touched, or displaying a growth animation when a voice command is received), enabling multimodal interaction between the user and the money tree; at the same time, users can also use other terminals such as smartwatches and AR glasses (see [link to relevant documentation]). Figure 8 and Figure 9E (In the corresponding implementation example), you can view the status of the money tree and interact with it. The growth status of the money tree is consistent on all terminals.

[0417] In summary, in the above steps, the first device is responsible for data initiation, the second device is responsible for data relay, remote storage and cross-terminal synchronization, and the third device is responsible for data reception, virtual object generation and user interaction response. The three work together to achieve secure management of the growth data of the target virtual object, cross-device synchronization and multi-scenario interaction, forming a complete cross-device interaction system.

[0418] In this implementation, the first device sends growth status data to the second device, enabling remote storage and backup of the growth data. This effectively ensures the security and reliability of the growth status data and provides a foundation for cross-device synchronization, management, and subsequent functional expansion, enhancing the continuity and scalability of the virtual object growth system. The second device synchronizes the growth status data to at least one terminal (including mobile terminals, wearable terminals, projection terminals, or AR terminals, etc.) bound to the target user's account, achieving unified remote management and cross-terminal synchronization of the growth status. This ensures that users can obtain consistent and complete growth status information on different terminals, improving the convenience and continuity of data use. It also broadens the presentation methods and application scenarios of the target virtual object, enhancing the adaptability of the intelligent cockpit system to multi-terminal collaboration. The third device, as one of the bound terminals, generates the target virtual object based on the received growth status data, ensuring the consistency of the virtual object's status with the vehicle's, achieving cross-device status synchronization. Simultaneously, the third device receives and responds to user gestures, voice commands, and other interactive operations, enriching the interaction methods between the user and the virtual object and enhancing the convenience and enjoyment of the interaction. In summary, this embodiment, through the collaboration of three devices, enables the display and interaction of virtual objects on terminals in multiple forms and scenarios, expands the application scenarios of the intelligent cockpit system, meets the interactive needs of users in different scenarios, provides a rich, diverse and immersive user experience, and enhances the intelligence level, scalability and user stickiness of the intelligent cockpit system.

[0419] The method 400 for playing animations provided in this application has been described in detail above. Next, to facilitate the explanation of the above method in conjunction with practical application scenarios, the following description will focus on the interface and related embodiments. Before specifically describing the method for playing animations in conjunction with the interface, various display devices applicable to the embodiments of this application will be introduced by way of example; it should be noted that the display devices covered by this application are not limited to the types listed below.

[0420] Taking the vehicle central control system as an example, as shown in Figure 5, when multiple display devices are configured in the vehicle cabin, the multiple display devices can communicate and interact with each other through a preset transmission protocol. For example, the MagLink protocol can be used to achieve efficient and stable data transmission between multiple display devices, or data interaction can be achieved through WiFi direct connection or other communication protocols. This application does not limit the communication method between multiple display devices.

[0421] like Figure 5 As shown, the vehicle can be equipped with multiple display devices, including a central control display screen, a passenger-side display screen, a circular auxiliary display screen, a rear projection screen, smart tablets (such as smart tablet 1, smart tablet 2, and smart tablet 3), a left-side control screen, and a right-side control screen. The vehicle's central control system can display virtual objects generated based on data such as mileage on at least one of the aforementioned display devices, allowing occupants to view and interact with these virtual objects.

[0422] The following uses the vehicle central control system as an example to illustrate the specific implementation of method 400 in different application scenarios.

[0423] like Figure 6A As shown, users can click the settings icon 602 on the main interface 601 of the central control display screen to enter the settings interface 603, as follows: Figure 6B As shown. Users can open the display settings interface 605 by clicking the display option 604 on interface 603, as shown. Figure 6B As shown, the display device for the virtual object is configured in interface 605.

[0424] For example, if the user selects the diffuser screen display option 606, the central control system will display the diffuser screen display settings interface 607 in interface 603, such as... Figure 6C As shown; users can select the display mode of the diffuser screen on interface 607. This display mode includes, but is not limited to, the default theme mode, dial mode (which can be understood as a tool dial mode), electronic pendant mode, AI dial mode, or pet dial mode. If the user selects the electronic pendant mode, the user can further select the virtual object pendant to be displayed in this mode, for example, selecting the money tree pendant 608. When the user selects the money tree pendant 608, the central control system will... Figure 6D The circular auxiliary scattering screen shown renders and displays the growth animation corresponding to the money tree.

[0425] For example, users can also select watch face pendant 609 in watch face mode; when the user selects watch face pendant 609, the central control system will... Figure 6E The circular auxiliary scattering screen shown displays the dial 609 pendant.

[0426] Figure 6F This illustration shows a diagram of a virtual object corresponding to multiple growth stages. This embodiment uses a plant-type virtual object (such as a money tree) as an example for explanation. It should be understood that the types of virtual objects are not limited to this, and may also include other types such as animals and cartoon characters. Their implementation principle is the same as that of plant-type virtual objects, and will not be described in detail here.

[0427] In some possible implementations, the vehicle can pre-set nine consecutive growth stages (i.e., an example of multiple stages) for the money tree (i.e., an instance of the target virtual object). Each growth stage corresponds to a unique mileage threshold, tree morphological features, visual animation effects, and auditory sound effects. The relationship between each growth stage and its corresponding mileage interval is as follows: Figure 6F As shown: Initial default state (0~88km): The money tree is in its initial sapling form and is displayed in the default state. The animation effect is set to micro-dynamic by default.

[0428] Mileage 88km stage (88km~888km): The money tree sapling grows up and shows its growth state. The animation effect is the growth animation, accompanied by the growth sound effect.

[0429] Mileage 888km stage (888km~2888km): The money tree takes shape (i.e., the money tree grows into the basic tree shape), the animation is the growth of the basic tree shape, accompanied by the growth sound effect.

[0430] Mileage 2888km stage (2888km~6888km): The money tree branches and begins to shed leaves (such as golden leaves). The animation is the tree branching and leaf shedding, accompanied by growth sound effects and leaf collision sound effects.

[0431] Mileage 6888km stage (6888km~8888km): The money tree trunk thickens and begins to gather leaves. The animation is the thickening of the trunk and the gathering of leaves, accompanied by the sound effects of the thickening of the trunk and the gathering of wealth.

[0432] Mileage 8888km stage (8888km~11888km): The money tree trunk is full and presents ingot-shaped burls. The animation is the trunk thickening and the leaves gathering, accompanied by thickening sound effects and wealth gathering sound effects.

[0433] Mileage 1888km stage (11888km~13888km): The money tree hangs with small gold ingots and copper coin patterns appear. The animation is a gold ingot opening animation, accompanied by a slight cheering sound effect.

[0434] Mileage 13888km stage (13888km~16888km): Gold ingots fall from the money tree, with animation of falling gold ingots accompanied by sound effects of gold ingots colliding.

[0435] Mileage 16888km stage (16888km~18888km): Gems appear at the base of the money tree, and the golden leaves turn into diamond leaves. The animation shows the gems shining brightly, accompanied by exclusive gem sound effects. Mileage 18888km and above (i.e., greater than 18888km): The Money Tree's crown-shaped halo, the leaves rotating indefinitely, the animation showing a flashing golden badge, accompanied by the final achievement (i.e., final success) sound effect.

[0436] Users can Figure 6C On the interface 607 shown, select the Money Tree as the virtual object to be displayed. The central control system will drive the virtual object to grow based on the above preset stage and combined with vehicle driving data.

[0437] During daily driving, the central control system can acquire the vehicle's cumulative mileage data in real time and continuously determine whether the cumulative mileage has reached the threshold for the next growth stage. During normal driving phases where the threshold has not been reached, the money tree is displayed in a normal (or standard) state. Figure 6G The display interface 610 maintains the static tree shape corresponding to the current growth stage, or only presents low-amplitude micro-motion effects (such as slight shaking of leaves) and plays them in a loop without triggering additional special effects. Under the premise of not interfering with driving safety, users can view the current growth progress in real time.

[0438] When the vehicle's cumulative mileage reaches the preset threshold for the next stage (such as 88km, 888km, etc.), the central control system will trigger a growth event, switching the money tree's form from the current stage to the next stage. Simultaneously, multimodal visual and auditory effects will be triggered, displaying the money tree's animation corresponding to the mileage achievement stage. Figure 6G Interface 611. Interface 611 displays a money tree growth animation within a circular display area. The text label "Mileage Achieved" is displayed below interface 611, and the "Mileage" text at the bottom of the interface is highlighted in a large, bold font (e.g., "8888km") to enhance the visual prompt of mileage achievement, accompanied by auspicious sound effects.

[0439] Figure 6D The changes to the displayed content on the circular auxiliary diffuser screen are performed in the following order: Figure 6H As shown: First, trigger the growth animation of the money tree to visually show the evolution of the tree from the current stage to the next stage (such as growing from a sapling to a tree with a thicker trunk and golden leaves), thus completing the form switching of the virtual object.

[0440] Once the tree growth animation is complete, a number "pop-up" animation is triggered, dynamically displaying the current mileage threshold (such as "achieved 88km", "achieved 888km", and "achieved 2888km") in the interface, clearly informing the user of the growth progress.

[0441] After the digital animation pops up, a pop-up window for auspicious words is triggered simultaneously, displaying auspicious words corresponding to the growth stage on the interface (such as "Double Happiness to Start the Year", "Continuous Wealth", "Double Prosperity", "Great Fortune", "Wealth from All Directions", etc.), enhancing the sense of ritual of the growth event.

[0442] During the execution of the aforementioned visual effects, specific sound effects or voice announcements associated with the current growth stage (such as growth sound effects, wealth accumulation sound effects, blooming and cheering sound effects, final achievement sound effects, etc.) are played simultaneously to achieve synergistic feedback between visual and auditory senses and enhance the user's immersive experience.

[0443] Once the growth effects are completed, the Money Tree will switch to the next stage's normal state, continuously displaying itself in a static form or with low-amplitude micro-animations, waiting for the next milestone threshold to be triggered, forming a complete growth loop of "daily display - threshold trigger - effects feedback - return to normal".

[0444] Figure 6I This is a schematic diagram illustrating the design logic of a mileage achievement state transition animation provided in an embodiment of this application. The design uses vehicle mileage as the driving force, dividing the growth process of the money tree into four consecutive stages: default state, intermediate state (including growth animation and text popping animation), and final state. The interface layout, animation, sound effects, and visual specifications for each stage are as follows: Default state (i.e., initial default state): The money tree is displayed in its initial form at a preset position on the circular auxiliary scattering screen. The display position of the money tree can remain fixed throughout the entire growth cycle; the animation effect is a default micro-dynamic (such as the leaves swaying slightly), with no additional sound effects. This corresponds to the normal growth stage before the growth is triggered. Users can view the current status of the money tree in real time under low interference conditions.

[0445] Intermediate first sub-stage (in the growth animation): When the user's driving mileage reaches a preset threshold (such as 88 kilometers), the central control system triggers the growth animation of the money tree at a preset location. Its tree shape evolves from the current stage to the next stage after it has grown up. The animation shows the growth effect of the tree, and the growth sound effect is played in sync to complete the change of the money tree's shape.

[0446] The second sub-stage of the intermediate state (in the pop-up text animation): After the tree growth animation is completed, the central control system triggers the mileage and auspicious words pop-up animation at a preset position. This animation includes, but is not limited to, three key frames: the start frame is the pop-up trigger state of the mileage numbers and auspicious words, the middle frame is the dynamic expansion state of the numbers and text, and the end frame is the full display state of mileage numbers such as "reaching 888km" and auspicious words such as "continuous wealth". During this stage, the money tree maintains its grown form, with the animation superimposed with the pop-up text effect and the growth sound effect played synchronously to enhance the sense of ritual and user perception of the growth event.

[0447] Ending State (New Stage Normal State): After the growth effect is completed, the money tree returns to the preset position and is displayed with default micro-dynamics without any additional sound effects. It waits for the next milestone threshold to be triggered, completing the complete growth loop of "normal display - threshold trigger - effect feedback - return to normal".

[0448] In terms of visual style, this design maintains consistent visual standards throughout the entire lifecycle: the money tree maintains a constant relative proportion with the circular information area and surrounding instrument elements in its preset position to avoid layout confusion during animation; a color scheme that matches the cockpit theme is adopted to ensure visual harmony between the money tree, mileage numbers, auspicious words, and the instrument environment; and font characteristics are unified, with mileage numbers and auspicious words using highly recognizable and stylistically consistent fonts to balance readability and visual aesthetics in driving scenarios.

[0449] This design, through a fixed interface layout, phased motion effects coordination, and a unified visual style, not only ensures low interference and interface stability during daily driving, but also enhances the user's sense of companionship and ritual through mileage-driven growth animations and auspicious feedback.

[0450] In some optional embodiments, the central control system can also contextualize the display of virtual objects based on ambient temperature. Figure 7A and Figure 7B The image shows a comparison of the appearance of a money tree under different ambient temperatures, which is provided for the embodiments of this application. This demonstrates the contextualized appearance adaptation effect based on ambient temperature.

[0451] The central control system acquires real-time ambient temperature data from the vehicle's onboard sensors and dynamically adapts the form of virtual objects (such as a money tree) according to the temperature range. When the central control system detects that the external ambient temperature is below 0℃, it will overlay a snow effect onto the current growth stage of the Money Tree (see...). Figure 7A Example of a snow scene: It generates a simulated snow cover effect on the tree branches and leaves, and the background lighting effect can be adjusted to a cool tone to create an immersive visual experience of a winter snow scene.

[0452] When the central control system detects that the external ambient temperature is higher than 30℃, the system can overlay a halo / heat wave effect around the money tree (see...). Figure 7A Example of a summer halo: It presents a warm-toned halo around the edge of the tree and a distortion effect of the heat wave in the air. The background lighting effect is adjusted to a warm tone to restore the contextual visual atmosphere of high summer temperature.

[0453] When the ambient temperature is within the normal range of 0℃ to 30℃, the virtual object maintains its basic form at the current growth stage, does not have any additional temperature-related effects, and maintains its normal display state.

[0454] This embodiment uses ambient temperature as the trigger condition. Without changing the core growth pattern and mileage-driven logic of the Money Tree, it achieves dynamic interaction between virtual objects and the vehicle environment by overlaying contextualized effects, thereby enhancing the immersive and personalized experience of the in-vehicle virtual companion.

[0455] In some alternative embodiments, the central control system can also adjust the dynamic and audio effects according to the driving mode. Figure 7B This is a schematic diagram comparing the animation effects triggered during growth under different driving modes provided in the embodiments of this application, demonstrating the effect of differentiating the animation and sound effects based on the driving mode.

[0456] The central control system obtains real-time data on the vehicle's current driving mode through the vehicle's internal bus, and dynamically adapts the jump animations and auditory effects triggered when virtual objects grow based on the driving mode type. When the vehicle is in Sport mode, the central control system can adjust the animation parameters of the growth and leap effects: speed up the playback speed of the tree growth animation, the number pop-up animation, and the auspicious words pop-up, and shorten the total duration of the effects; at the same time, it can adjust the auditory effects, switch to a faster-paced and more exciting growth sound effect (such as an accelerated growth sound effect and a high-pitched achievement sound effect), enhance the visual and auditory impact of the growth event, and match the driving atmosphere of Sport mode.

[0457] When the vehicle is in energy-saving mode, the central control system can adjust the animation parameters of the growth and transition effects: slow down the playback speed of the tree growth animation and the number popping animation, and extend the transition time of the special effects to make the animation effects present a softer and more soothing visual effect; at the same time, the auditory effects are adjusted to switch to a growth sound effect with a gentle rhythm and soft tone (such as a gentle version of the growth sound effect and a soothing prompt tone), reducing the feedback intensity, avoiding interference with driving, and matching the quiet driving atmosphere of energy-saving mode.

[0458] When the vehicle is in standard / comfort or other normal driving modes, the central control system can use preset default motion speed and sound parameters to maintain normal feedback effects.

[0459] This embodiment uses driving mode as the adjustment basis. Without changing the growth stage and mileage triggering logic of the virtual object, it achieves dynamic adaptation of growth feedback and driving scenario through differentiated dynamic and sound effect parameter configurations, taking into account both driving safety and user experience, and further enriching the multi-dimensional interactive capabilities of the in-vehicle virtual companion system.

[0460] In some alternative embodiments, the central control system can identify the vehicle's driving or parking status and adapt to differentiated multi-sensory feedback strategies, taking into account both driving safety and parking immersion. Figure 7C This is a schematic diagram comparing the feedback intensity in driving and parking states provided in the embodiments of this application, clearly indicating the degree of participation of each feedback dimension, including visual, auditory, olfactory, and tactile feedback. Figure 7D The schematic diagram of the linkage between the cabin ambient lighting and the money tree provided in the embodiments of this application shows the theme lighting effects such as the golden halo of the ambient lighting and the flowing shadow of the tree when the growth is triggered.

[0461] The central control system can obtain vehicle gear and speed information in real time through the vehicle's internal bus, and complete the vehicle status judgment through the vehicle status recognition module inside the vehicle: when the vehicle speed is >0 or the gear is not P, it is determined to be in driving state; when the vehicle speed is 0 and the gear is P, it is determined to be in parking state.

[0462] While driving, the central control system, with the core principle of not interfering with the driver's attention, limits the growth feedback of virtual objects (such as the money tree), retaining only low-intensity, low-interference basic feedback, as follows: Visual feedback (see) Figure 7C The virtual object only provides feedback on the small circular screen in the vehicle and does not interact with other display devices or the cabin ambient lighting. In normal mode, the money tree maintains a low-amplitude swinging animation of its current growth stage, while superimposing a weak scattering light effect, without producing a significant visual impact. When a growth event is triggered, only a small number popping animation is played, without a complete transition animation sequence. The cabin ambient lighting does not participate in the feedback, or only maintains basic lighting at extremely low brightness to avoid distracting the driver.

[0463] Auditory feedback (see) Figure 7C ): Only a slight, short generation sound effect (such as a light tinkling of a coin, a short growth sound, etc.) is played through the vehicle's in-vehicle audio system. The volume is strictly limited to below a preset safety threshold to ensure that the prompting effect is perceptible and does not interfere with the driver's auditory environment. The complete sound effect sequence is not played.

[0464] Olfactory and tactile feedback: The cabin environment linkage module inside the vehicle does not trigger feedback from the fragrance system and air conditioning system, that is, it does not release fragrance or adjust air conditioning parameters, so as to avoid interference with driving concentration due to olfactory and tactile feedback.

[0465] When the vehicle is parked, the central control system, with the aim of enhancing the user's immersive experience and sense of growth ritual, coordinates all cabin resources to provide multi-dimensional, high-intensity, multi-sensory feedback for the growth of virtual objects, as detailed below: Visual feedback (see) Figure 7C On one hand, the in-vehicle circular screen plays a complete sequence of animations depicting the growth and transformation of the money tree (such as tree growth animation, number pop-up animation, and auspicious saying pop-ups), clearly presenting the changes in the money tree's growth form; on the other hand, the cabin environment linkage module, in conjunction with the ambient lighting system, displays preset themed lighting effects based on the money tree's growth stages and events (such as...). Figure 7C As shown, the ambient light is surrounded by a golden halo and has flowing shadow effects. The brightness, color, and dynamic mode of the ambient light are synchronized with the shape changes of the money tree in real time. For example, when the money tree grows, the ambient light gradually brightens and the golden halo expands with the shape of the tree. After the tree grows, the ambient light returns to the soft basic lighting effect, achieving a coordinated visual feedback.

[0466] Auditory feedback (see) Figure 7C The cabin environment linkage module links with the vehicle's internal audio output module to play grand and long-lasting growth-related sound effects through the car audio system, such as melodious growth melodies, multi-layered "gold coin rain" sounds, and complete growth achievement sound effects. The volume can be appropriately increased (not exceeding the comfort threshold), and the sound effect duration can be extended to 5-10 seconds to enhance the sense of ritual and auditory immersion of growth events.

[0467] Olfactory feedback (see Figure 7C The cabin environment linkage module links with the vehicle's in-vehicle fragrance system. When a growth event is triggered, it releases a preset fragrance that echoes the theme of the money tree plant (such as "forest after rain" or "fresh grass and trees"). The fragrance concentration is adapted to the parking scene and slowly diffuses throughout the cabin, achieving coordinated feedback of visual and olfactory senses and enhancing the realism of virtual companionship.

[0468] Haptic / somatosensory feedback (see Figure 7C The cabin environment linkage module, in conjunction with the vehicle's air conditioning system, precisely adjusts the airflow direction and speed of the vents when a growth event is triggered, simulating the natural sensation of a "gentle breeze." This soft airflow wave affects the passenger area, complementing the money tree theme and further enhancing the sense of "real presence" of the virtual object, achieving deep multi-sensory immersion. In summary, this embodiment, through a differentiated feedback strategy of "low interference in driving mode and full immersion in parking mode," ensures both driving safety and enhances the user experience in parking scenarios.

[0469] In another alternative embodiment, Figure 7DThe diagram illustrates the linkage lighting effect between the cabin ambient lighting and virtual objects (such as a money tree); this diagram shows the differentiated ambient lighting linkage effect of the central control system based on different theme scenes, further enriching the visual feedback capability of the cabin environment linkage module.

[0470] The central control system can link the display status of virtual objects (such as a money tree) with the cabin ambient lighting system. Specifically, the central control system can dynamically adjust the color, brightness, and dynamic mode of the ambient lighting according to different themes and scenarios, thereby achieving visual synergy between virtual objects and the cabin environment and further enhancing the immersive interactive experience of the cabin. A specific example is as follows: 1. Default theme The default theme is the basic interactive mode of the Money Tree, suitable for typical parked and growing scenarios. For example... Figure 7D As shown in the first part, when the money tree growth event is triggered while the car is parked, the central control system will switch the ambient lighting to a yellow or gold theme. Through dynamic effects such as the golden halo surrounding the tree and the flowing shadows, a visual atmosphere that matches the theme of "accumulating wealth and growing" of the money tree is created. The brightness and dynamic rhythm of the ambient lighting are synchronized with the growth animation of the money tree in real time. For example, the golden halo gradually brightens as the tree grows and the shadows flow with the growth pattern. After the growth is completed, the ambient lighting returns to the soft basic lighting effect, which enhances the sense of ritual and visual immersion of the growth event.

[0471] 2. Temperature Theme The temperature theme is a contextualized linkage mode based on ambient temperature. The central control system can dynamically adapt ambient lighting effects based on ambient temperature data obtained from onboard sensors inside the vehicle, achieving a visual correspondence between virtual objects and the ambient temperature. For example... Figure 7D As shown in Part Two: When the ambient temperature is in spring or a comfortable range (such as 10℃-25℃), the ambient lights switch to a warm spring green or light cyan theme, creating an environment reflecting the warm spring sun and the growth of plants, which matches the plant growth theme of the money tree. The light effect is soft and soothing, suitable for comfortable driving scenarios. When the ambient temperature is in winter or a low temperature range (such as below 0℃), the ambient lights switch to a cool winter white or ice blue theme, creating an environment reflecting the winter snow scene and the clear and quiet environment. This visually synergizes with the snow effect superimposed on the money tree, enhancing the contextual immersion of the low temperature scene.

[0472] 3. Driving Theme The driving theme is a differentiated linkage mode based on the vehicle's driving mode. The central control system can dynamically adjust the ambient lighting effects according to the acquired driving mode data to adapt to the atmosphere requirements of different driving scenarios. For example... Figure 7DAs shown in Part Three: When the vehicle is in energy-saving mode, the ambient lighting switches to a low-brightness light blue or light green theme to create an energy-saving and quiet cabin atmosphere. The light effect is smooth with no obvious dynamics, matching the low-interference driving requirements of energy-saving mode. When the vehicle is in driving mode, the ambient lighting switches to a high-brightness red or orange-yellow theme to create an exciting and dynamic driving atmosphere. The dynamic rhythm of the light effect is accelerated, forming a multi-sensory synergy with the acceleration dynamics and exciting sound effects in driving mode, enhancing the immersive driving experience.

[0473] In some embodiments, the central control system can also bind the growth status (including current growth stage, cumulative mileage, historical growth records, etc.) of virtual objects (such as a money tree) to the user account through a cloud synchronization module inside the vehicle, enabling the virtual object to continue across devices and vehicles. The user account stores the complete status data of the virtual object through a cloud server. When the vehicle's mileage is updated, the vehicle's infotainment system uploads the mileage data to the cloud in real time through the vehicle network. The cloud synchronously updates the growth status of the virtual object and pushes the status change to all logged-in devices under the user account (such as mobile phones, watches, AR devices, and tablets), ensuring that the virtual object status of the vehicle, portable terminals, AR devices, and other terminals is consistent in real time, providing a data foundation for multi-terminal presentation and interaction.

[0474] Figure 8 This demonstrates how virtual objects are rendered across multiple devices; from Figure 8 It can be seen that the visual presentation of virtual objects is not limited to the small circular screen in the car (such as...). Figure 5 The circular auxiliary screen shown is part of the cockpit central control display and the rear-seat smart tablet. The multi-terminal rendering module inside the vehicle can also adapt the display form, interaction method, and feedback form of virtual objects according to the hardware characteristics and usage scenarios of different display devices. This multi-terminal rendering module can support any one or more of the following display media: 1. Mobile Desktop Card: Presented as a widget on the phone's negative one screen or desktop, displaying the current stage of the money tree and the mileage progress bar; users can click on the card to view growth details and switch tree perspectives; primarily visual presentation, with no sound effects or only optional soft notification sounds, adapting to users' lightweight viewing needs after leaving the car.

[0475] 2. Desktop widget: Appears in the corner of the computer desktop, is always displayed, and supports free scaling; displays mileage details and growth progress when the mouse hovers over it; with visual presentation as the core, it can be linked with system notifications to push growth reminders.

[0476] 3. Smartwatch face: Presented in the form of a circular watch face, it integrates the shape of a money tree with time information; users can view it by raising their wrist, and a light touch on the watch face can trigger a micro-motion effect of the tree; vibration feedback replaces sound effects, adapting to the lightweight interactive characteristics of wearable devices.

[0477] 4. Projection Equipment: The central control system can project virtual objects onto a rear projection screen (such as a head-up display, HUD), in-vehicle projector, or exterior headlights. Figure 9A As shown), HUD display area (such as) Figure 9B (as shown) or the ground outside the vehicle (such as) Figure 9C As shown); for example, such as Figure 9A As shown, after achieving a certain mileage (e.g., 88km), the central control system can project a game-like encouragement message on the HUD to mark the milestone (in front of the car). This projection device supports gesture interaction or body posture interaction, allowing rear passengers to interact with the projected virtual objects through gestures. When the car is parked, the projection device can be linked with the cabin ambient lighting to create an immersive experience for the user.

[0478] 5. Augmented Reality (AR): In AR mode, users can use AR glasses or a mobile phone AR camera to "place" virtual objects in real spaces (such as desktops, dashboards, coffee tables, etc.) to achieve spatial anchoring. This AR mode supports gesture-based interactions such as "watering" and "clicking," and can overlay spatial sound effects to enhance the sense of presence, breaking spatial limitations and providing companionship in all scenarios.

[0479] For example, when the central control system detects that a growth event has been triggered while the vehicle is in motion, it can project a simplified growth animation (such as a sapling growing taller and golden leaves falling) onto the HUD and simultaneously display encouraging words (such as "Congratulations! Your money tree has grown taller again"). The animation lasts for 2-3 seconds; only a light prompt sound or no sound effect is provided to avoid interfering with the driver's attention. Under the premise of ensuring driving safety, it provides the driver with lightweight growth feedback.

[0480] For example, such as Figure 9A As shown, when the car is parked, the rear projection screen can play the complete growth animation of the money tree in full screen (such as the tree growing, the falling of golden leaves, and auspicious words pop-up), and play melodious growth sound effects in sync. Passengers can enhance their sense of participation through gesture interaction: waving their hands can trigger the tree to sway in the wind and fall golden leaves, and trigger the wealth sound effect in sync; shaking their heads left and right (an example of body posture) can achieve three-dimensional perspective tracking, adapting to the immersive interaction needs of rear passengers.

[0481] It should be noted that in some examples, the rear projection screen can also be set to always-on display (AOD) mode, which displays the current form of the money tree and the mileage progress bar in a low-power, low-brightness manner; users can wake up the interactive mode by waving their hand to view the growth details and achieve daily companionship in the back row.

[0482] For example, such as Figure 9CAs shown, in the entry scenario, when the user opens the car door, the central control system projects an animation of a money tree growing and auspicious phrases such as "Wishing you prosperity" onto the exterior headlights, simultaneously playing a gold coin sound effect. The money tree is used as a welcome light, creating a sense of welcoming ceremony and extending virtual companionship to the entry and exit scenarios outside the car. In the exit scenario, after the user closes the car door, the central control system continues to project a silhouette of the money tree at its current stage for 5-10 seconds, conveying warm companionship and completing the closed loop of companionship throughout the "entry—use—exit" process.

[0483] For example, such as Figure 9D , Figure 9E As shown, taking AR imaging as an example, in a parked or offline state, users can view virtual objects through AR glasses or a mobile phone AR camera. Users can "place" a money tree in a real space (such as the dashboard or armrest box in the car) using AR devices. The central control system records the anchor position through a simultaneous localization and mapping (SLAM) algorithm. The virtual object's placement position is automatically restored the next time the AR device is turned on, achieving "permanent companionship" in the space.

[0484] The central control system also supports various lifelike gesture interactions between users and virtual objects: Watering gesture: When the user makes a "watering" motion with their palm tilted downwards (e.g., Figure 9E When the central control system controls the playback of animation effects such as water droplets splashing and trees flashing briefly, it also symbolically increases the display length of the mileage progress bar on the AR interface to achieve a visual incentive for user interaction.

[0485] Click / Touch Gesture: When the user clicks or touches the tree with their finger, the central control system plays an animation of the tree swaying slightly and dropping 1-2 golden leaves, accompanied by the rustling sound of leaves.

[0486] Waving gesture: When the user waves their hand across the tree, the central control system plays an animation of the tree swaying in the wind and golden leaves falling, along with the sound of wind and falling coins.

[0487] This interactive process, which overlays spatial sound effects and plays them in a directional manner based on the location of the AR device, can significantly enhance the sense of presence and make virtual objects feel more "real".

[0488] It should be noted that the money tree presented in the AR scene is completely synchronized with the status of all terminals such as the vehicle terminal and mobile phone terminal. After the vehicle's mileage is updated, the money tree in the AR device grows synchronously, achieving consistency of status across space.

[0489] In summary, this embodiment extends the money tree from an "image on the screen" to a "partner in space" through multi-terminal rendering, multi-carrier presentation, and multi-scene interaction, enhancing realism and emotional connection through skeuomorphic interaction; at the same time, it breaks the limitations of in-vehicle space, allowing users to interact with the money tree at home, office, and other places, truly realizing "accumulation on the vehicle end and companionship on multiple ends"; although interactions such as watering do not directly affect mileage growth, they can provide positive incentives and enhance user stickiness.

[0490] It should be noted that this embodiment only uses the vehicle's cumulative mileage (i.e., an example of driving data) and the corresponding mileage threshold (i.e., an example of driving data threshold) as examples to explain in detail the specific implementation process of target parameters and parameter thresholds driving the growth of the target virtual object and animation switching. The setting of target parameters and parameter thresholds, the driving of virtual object growth, the stage division and animation display logic in other scenarios can all be performed with reference to this embodiment, and will not be elaborated here.

[0491] It should be understood that the target parameters and parameter thresholds listed in this embodiment are merely illustrative examples and do not constitute a limitation on the scope of protection of this application. In practical applications, any parameter that can achieve cumulative statistics, quantify changes, and divide into stages, as well as the threshold matching that parameter, can be flexibly expanded and selected according to the actual needs of different application scenarios, and are all within the scope of protection of this method.

[0492] The foregoing section detailed examples of the animation playback method provided in this application. It is understood that, in order to achieve the above functions, the electronic device includes corresponding hardware structures and / or software modules for executing each function. Those skilled in the art should readily recognize that, based on the units and algorithm steps of the examples described in conjunction with the embodiments disclosed herein, this application can be implemented in hardware or a combination of hardware and computer software. Whether a function is executed in hardware or by computer software driving hardware depends on the specific application and design constraints of the technical solution. Those skilled in the art can use different methods to implement the described functions for each specific application, but such implementation should not be considered beyond the scope of this application. This application can divide the animation playback method into functional units based on the above method examples. For example, each function can be divided into separate functional units, or two or more functions can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit. It should be noted that the unit division in this application is illustrative and only represents a logical functional division; other division methods may exist in actual implementation.

[0493] Figure 10 A schematic diagram of the structure of an electronic device provided in this application is shown. Figure 10The dashed line indicates that the unit or module is optional. Electronic device 1000 can be used to implement the methods described in the above method embodiments. Electronic device 1000 can be a server, electronic device, or chip (system).

[0494] Electronic device 1000 includes one or more processors 1001, which enable electronic device 1000 to implement Figure 4A or Figure 4B The method described in the corresponding method embodiment. Processor 1001 can be a general-purpose processor or a dedicated processor. For example, processor 1001 can be a central processing unit (CPU). The CPU can be used to control the electronic device 1000, execute software programs, and process data from the software programs. The electronic device 1000 may also include a communication unit 1005 for implementing signal input (reception) and output (transmission).

[0495] The aforementioned electronic device 1000 may be a chip (system) including a memory and a processor, wherein the processor is configured to execute a computer program stored in the memory to implement the methods shown in the various embodiments above.

[0496] The communication unit 1005 may be an input and / or output circuit of the chip (system), or the communication unit 1005 may be a communication interface of the chip (system), and the chip (system) may be a component of the electronic device 1000.

[0497] For example, the communication unit 1005 may be a transceiver of the electronic device 1000, or the communication unit 1005 may be a transceiver circuit of the electronic device 1000.

[0498] The electronic device 1000 may include one or more memories 1002, on which a program 1004 is stored. The program 1004 can be executed by a processor 1001 to generate instructions 1003, causing the processor 1001 to execute the method described in the above method embodiments according to the instructions 1003. Optionally, the memory 1002 may also store data. Optionally, the processor 1001 may also read data stored in the memory 1002, which may be stored at the same memory address as the program 1004, or the data may be stored at a different memory address than the program 1004.

[0499] The processor 1001 and memory 1002 can be configured separately or integrated together, for example, integrated on a system-on-chip (SOC) of an electronic device. For details on how the processor 1001 executes the method for playing the animation, please refer to the relevant description in the method embodiments.

[0500] It should be understood that each step of the above method embodiments can be implemented by hardware logic circuits or software instructions in the processor 1001. The processor 1001 may be a CPU, a digital signal processor (DSP), a field-programmable gate array (FPGA), or other programmable logic devices, such as discrete gate, transistor logic devices, or discrete hardware components.

[0501] This application also provides a computer program product that, when executed by processor 1001, implements the method of any method embodiment in this application. The computer program product can be stored in memory 1002, for example, as program 1004. Program 1004 undergoes preprocessing, compilation, assembly, and linking processes to ultimately be converted into an executable object file that can be executed by processor 1001.

[0502] This application also provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a computer, implements the method of any of the method embodiments of this application. The computer program may be a high-level language program or an executable object program.

[0503] The computer-readable storage medium is, for example, memory 1002. Memory 1002 can be volatile memory or non-volatile memory, or memory 1002 can include both volatile and non-volatile memory. The non-volatile memory can be read-only memory (ROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), or flash memory. The volatile memory can be random access memory (RAM), which is used as an external cache. By way of example, but not limitation, many forms of RAM are available, such as static random access memory (SRAM), dynamic random access memory (DRAM), synchronous dynamic random access memory (SDRAM), double data rate synchronous dynamic random access memory (DDR SDRAM), enhanced synchronous dynamic random access memory (ESDRAM), synchronous link dynamic random access memory (SLDRAM), and direct rambus RAM (DRRAM).

[0504] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process and technical effects of the above-described apparatus and equipment can be referred to the corresponding processes and technical effects in the foregoing method embodiments, and will not be repeated here.

[0505] The systems, apparatuses, and methods disclosed in the several embodiments provided in this application can be implemented in other ways. For example, some features of the method embodiments described above may be omitted or not performed. The apparatus embodiments described above are merely illustrative; the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Multiple units or components may be combined or integrated into another system.

[0506] In addition, the coupling between units or between components can be direct or indirect, including electrical, mechanical or other forms of connection.

Claims

1. A method for playing an animation, characterized in that, The method is applied to a first device, which pre-stores multiple sets of animation data for a target virtual object. The multiple sets of animation data include at least first animation data and second animation data. The first animation data is used to determine a first animation of the target virtual object in a first stage, and the second animation data is used to determine a second animation of the target virtual object in a second stage. The first stage and the second stage are two intervals divided according to target parameters. The method includes: During the first phase, the first animation is played on at least one display screen, and the target parameters are acquired. When the target parameter reaches the parameter threshold corresponding to the second stage, the second animation is played on the at least one display screen. The second animation includes a dynamic transition process in which the target virtual object switches from the first form of the first stage to the second form of the second stage.

2. The method according to claim 1, characterized in that, After playing the second animation on the at least one display screen, the method further includes: A third animation is played on the at least one display screen. The third animation is either a first static animation or a first low-dynamic display animation of the target virtual object in the second stage. The dynamic change degree of the first low-dynamic display animation is lower than a first preset dynamic threshold. The dynamic display elements of the third animation are less than or equal to the dynamic display elements of the second animation.

3. The method according to claim 1 or 2, characterized in that, The dynamic transition process includes visual feedback and / or auditory feedback, wherein the visual feedback includes at least one of the growth animation of the target virtual object, the target parameter change animation, or text prompts; the auditory feedback includes sound effects and / or voice broadcasts associated with the growth stage, wherein the growth stage refers to the process of growing from the first stage to the second stage.

4. The method according to any one of claims 1 to 3, characterized in that, The first animation is either a second static animation or a second low-dynamic display animation, wherein the dynamic change degree of the second low-dynamic display animation is lower than a second preset dynamic threshold.

5. The method according to any one of claims 1 to 4, characterized in that, The multiple sets of animation data include at least one of the following two forms: Multiple pre-generated video animations, each set of video animations corresponding to multiple stages of the target virtual object, the multiple stages including at least the first stage and the second stage, the multiple sets of video animations including at least the first video animation and the second video animation, the first video animation being the first animation, and the second video animation being the second animation; Multiple sets of pre-stored animation parameters are used to generate multiple stages of animation for the target virtual object when playing the animation. The multiple stages include at least the first stage and the second stage. The multiple sets of animation parameters include at least the first animation parameter and the second animation parameter. The first animation parameter is used to generate the first animation, and the second animation parameter is used to generate the second animation.

6. The method according to any one of claims 1 to 5, characterized in that, When the target parameter reaches the parameter threshold corresponding to the second stage, playing the second animation on the at least one display screen includes: When the target parameter reaches the parameter threshold corresponding to the second stage, the first animation will stop playing. After the first animation stops playing, the second animation is played on the at least one display screen.

7. The method according to any one of claims 1 to 6, characterized in that, Before playing the first animation on the at least one display screen, the method further includes: At least one virtual object is displayed on the first display interface of the at least one display screen; Receive the user's first operation command; The target virtual object is determined from the at least one virtual object according to the first operation instruction, and the current stage of the target virtual object is obtained.

8. The method according to any one of claims 1 to 7, characterized in that, The first device is applied to an in-vehicle scenario, the target parameters include vehicle driving data, and the parameter thresholds include driving data thresholds.

9. The method according to claim 8, characterized in that, The at least one display screen includes a central control display screen and an auxiliary display screen. The auxiliary display screen is set independently from the central control display screen, and the auxiliary display screen meets at least one of the following display requirements: the display size of the auxiliary display screen is smaller than the display size of the central control display screen; the resolution of the auxiliary display screen is lower than the resolution of the central control display screen; the display brightness of the auxiliary display screen is lower than the display brightness of the central control display screen; the contrast ratio of the auxiliary display screen is lower than the contrast ratio of the central control display screen; or the refresh rate of the auxiliary display screen is lower than the refresh rate of the central control display screen.

10. The method according to claim 9, characterized in that, The auxiliary display screen supports dial mode switching, which includes at least two of the following: electronic pendant dial mode, tool dial mode, smart dial mode, or pet dial mode. The electronic pendant dial mode is used to display decorative content, the tool dial mode is used to display the vehicle's status data, including at least one of vehicle speed, remaining battery power, driving mode, tire pressure, driving range, or fuel consumption, the smart dial mode is used to provide interactive resources to the user, and the pet dial mode is used to display multiple stages of animation of the target virtual object, including the first animation and the second animation.

11. The method according to any one of claims 8 to 10, characterized in that, Before playing the second animation on the at least one display screen, the method further includes: Obtain first state information of the vehicle, the first state information including at least one of ambient temperature information, driving mode information or weather information; The second animation is determined based on the first status information.

12. The method according to claim 11, characterized in that, Determining the second animation based on the first state information includes: From a plurality of pre-generated video animations that incorporate the first state information, a first target video animation that matches the first state information is selected as the second animation, wherein the plurality of animation data comprises a plurality of video animations; Alternatively, the second animation may be generated based on the first state information and a first animation parameter selected from the plurality of animation data that matches the first state information, wherein the plurality of animation data are the plurality of animation parameters.

13. The method according to any one of claims 8 to 12, characterized in that, Before playing the second animation on the at least one display screen, the method further includes: Obtain the second state information of the vehicle, which includes gear information and / or vehicle speed information; Based on the second status information, the current status information of the vehicle is determined, and the current status information includes driving status and / or parking status; The second animation is determined based on the current status information.

14. The method according to claim 13, characterized in that, Determining the second animation based on the current state information includes: When the current status information indicates that the vehicle is in the driving state, a second target video animation that matches the current status information is selected from a plurality of pre-generated video animations as the second animation, and the plurality of animation data are a plurality of video animations; Alternatively, the second animation may be generated based on the current state information and a second animation parameter selected from the plurality of animation data that matches the current state information, wherein the second animation parameter is used to generate the low-dynamic second animation, and the plurality of animation data are the plurality of animation parameters.

15. The method according to claim 13, characterized in that, Determining the second animation based on the current state information includes: When the current status information indicates that the vehicle is in the parking state, a third target video animation that matches the current status information is selected from a plurality of pre-generated video animations as the second animation, and the plurality of animation data are a plurality of video animations; Alternatively, the second animation can be generated based on the current state information and a third animation parameter selected from the plurality of animation data that matches the current state information, wherein the third animation parameter is used to generate the highly dynamic second animation, and the plurality of animation data are the plurality of animation parameters.

16. The method according to claim 15, characterized in that, The dynamic transition process also includes olfactory feedback and / or tactile feedback, wherein the olfactory feedback is achieved by triggering the vehicle's fragrance-related devices, and the tactile feedback is achieved by triggering the vehicle's air conditioning devices.

17. The method according to any one of claims 1 to 16, characterized in that, The method further includes: The growth status data of the target virtual object is sent to the second device. The growth status data includes at least one of the following: the identifier of the target virtual object, the target parameter or indication information corresponding to the target virtual object, and the indication information is used to indicate the current stage of the target virtual object.

18. A data processing method, characterized in that, Applied to a second device, the method includes: Receive growth status data from the first device, the growth status data including at least one of the following: the identifier of the target virtual object, the target parameter or indication information corresponding to the target virtual object, the indication information being used to indicate the current stage of the target virtual object; The growth status data is synchronized to at least one terminal bound to the target user's account.

19. The method according to claim 18, characterized in that, The at least one terminal includes at least one of the following: a mobile terminal, a wearable terminal, a projection terminal, or an augmented reality (AR) terminal, and the at least one terminal is used to present the target virtual object.

20. A data processing method, characterized in that, Applied to a third device, the method includes: Receive growth status data from the second device, the growth status data including at least one of the following: the identifier of the target virtual object, the target parameter or indication information corresponding to the target virtual object, the indication information being used to indicate the current stage of the target virtual object; The target virtual object is generated based on the growth status data; Receive user interaction operations, the interaction operations including at least one of the following: gesture operation or voice operation; The system responds to the user's interaction with the target virtual object based on the interaction operation.

21. The method according to claim 20, characterized in that, The third device includes at least one of the following: a mobile terminal, a wearable terminal, a projection terminal, or an augmented reality (AR) terminal.

22. The method according to any one of claims 1 to 21, characterized in that, The target virtual object includes at least one of the following: virtual plants, virtual animals, virtual characters, or virtual cartoons.

23. A vehicle, characterized in that, The vehicle includes a first device and at least one display screen, the first device being communicatively connected to the at least one display screen, the at least one display screen including a central control display screen and / or an auxiliary display screen, and the first device being used to perform the method of any one of claims 1 to 17 and 22.

24. A system, characterized in that, The system includes a vehicle, a second device, and a third device, which are communicatively connected to each other for transmitting and synchronizing growth status data. The vehicle includes a first device and at least one display screen. The first device is used to perform the method of any one of claims 1 to 17 and 22. The second device is used to perform the method of any one of claims 18, 19, and 22. The third device is used to perform the method of any one of claims 20 to 22.

25. An electronic device, characterized in that, The electronic device includes a processor and a memory, the memory for storing a computer program, and the processor for calling and running the computer program from the memory, causing the electronic device to perform the method of any one of claims 1 to 17 and 22, or causing the electronic device to perform the method of any one of claims 18, 19 and 22, or causing the electronic device to perform the method of any one of claims 20 to 22.

26. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, causes the processor to perform the method of any one of claims 1 to 17 and 22, or, alternatively, causes the processor to perform the method of any one of claims 18, 19 and 22, or alternatively, causes the processor to perform the method of any one of claims 20 to 22.

27. A computer program product, characterized in that, The computer program product includes: computer program code, which, when executed by a processor, causes the processor to perform the method of any one of claims 1 to 17 and 22, or causes the processor to perform the method of any one of claims 18, 19 and 22, or causes the processor to perform the method of any one of claims 20 to 22.

28. A chip system, characterized in that, The chip system includes a memory and a processor, the processor being configured to execute a computer program stored in the memory to implement the method as described in any one of claims 1 to 17 and 22, or to implement the method as described in any one of claims 18, 19 and 22, or to implement the method as described in any one of claims 20 to 22.