Head-mounted device and control method, apparatus, and storage medium thereof
Patent Information
- Application Number
- CN202610611292.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-05-06
- Publication Date
- 2026-08-18
AI Technical Summary
[0004]本申请实施例的主要目的在于提供一种头显设备及其控制方法、装置、存储介质,旨在解决因用户佩戴头显设备时对外来电信息感知不及时导致的通讯及时性差的技术问题
[0016]One or more technical solutions proposed in this application have at least the following technical effects: This application establishes Bluetooth communication between the head-mounted display device and the calling device. When the head-mounted display device is connected to a gaming device, the Bluetooth module is activated to establish a connection between the head-mounted display device and the calling device. It responds to the audio playback command sent by the calling device to obtain the target audio for playback. Then, after receiving the answer command, it obtains the call audio from the calling device and plays it in the head-mounted display device. At the same time, it collects the user's audio and transmits it back to the calling device through the Bluetooth module. This allows the user to directly perceive and answer incoming calls without interrupting the game or removing the head-mounted display device while immersed in the game. This effectively solves the problem of poor communication timeliness caused by the user's untimely perception of external call information when wearing the head-mounted display device. It ensures that the user can still respond to communication requests in a timely manner in immersive gaming scenarios, avoid missing communication information, and improve the communication timeliness in head-mounted display device usage scenarios.
Smart Images

Figure CN122601786A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of communication technology, and in particular to head-mounted display devices and their control methods, apparatus, and storage media. Background Technology
[0002] In recent years, with the continuous development of AR (Augmented Reality) technology, VR (Virtual Reality) / AR head-mounted displays can display the screen of game consoles or handheld gamers at near-eye level, effectively improving the display effect and bringing players a more immersive and high-quality gaming experience. However, when players are fully immersed in the game while wearing the head-mounted display, they are prone to missing calls due to not being able to detect incoming calls in time, resulting in poor communication timeliness. Therefore, there is currently a technical problem of poor communication timeliness caused by users' inability to detect incoming call information in a timely manner when wearing head-mounted displays.
[0003] The above content is only used to help understand the technical solutions of the embodiments of this application, and does not represent an admission that the above content is prior art. Summary of the Invention
[0004] The main objective of this application is to provide a head-mounted display device and its control method, apparatus, and storage medium, aiming to solve the technical problem of poor communication timeliness caused by the user's untimely perception of incoming call information when wearing the head-mounted display device.
[0005] To achieve the above objectives, this application provides a control method for a head-mounted display device. The method includes: when the head-mounted display device is connected to a gaming device, activating a Bluetooth module set on the head-mounted display device, so that the head-mounted display device can connect to a calling device through the Bluetooth module; In response to an audio playback command sent by the communication device, a target audio is obtained from the audio playback command and played on the head-mounted display device; Upon receiving a call answering command triggered by the target audio, the system acquires the call audio from the calling device, plays the call audio on the head-mounted display device, collects the user audio of the user wearing the head-mounted display device, and sends the user audio to the calling device via the Bluetooth module.
[0006] In one embodiment, the control method for the head-mounted display device further includes: When the head-mounted display is connected to a gaming device, game visuals and audio are acquired from the gaming device. The game screen is displayed on the display module of the head-mounted display device, and the game audio is played on the head-mounted display device.
[0007] In one embodiment, the steps of displaying the game screen on the display module of the head-mounted display device and playing the game audio on the head-mounted display device include: Attitude data is acquired through motion sensors in the head-mounted display device; The posture offsets of the user wearing the head-mounted display device in multiple directions are obtained from the posture data, and a posture offset matrix is constructed based on each posture offset. Based on the inverse matrix of the posture offset matrix, the game screen is corrected, and the corrected game screen is displayed on the display module of the head-mounted display device. Based on the attitude offset matrix, the preset spatial virtual playback position of the game audio is adjusted to obtain the target virtual playback position, and the game audio is played at the target virtual playback position.
[0008] In one embodiment, the step of playing the call audio in the head-mounted display device includes: When the head-mounted display device plays game audio, the call importance coefficient of the call audio is obtained, wherein the call importance coefficient is determined based on the identity information of the party initiating the call; If the call importance coefficient is greater than or equal to a preset importance threshold, then the playback volume of the call audio is controlled to be greater than the playback volume of the game audio, so that the call audio is played at a higher playback volume than the game audio. If the call importance coefficient is less than a preset importance threshold, then the volume of the call audio is controlled to be less than the playback volume of the game audio, so that the call audio is played at a volume lower than that of the game audio.
[0009] In one embodiment, the control method for the head-mounted display device further includes: If the headset is detected to be disconnected from the gaming device and the audio played by the headset includes call audio, the headset is controlled to activate the backup battery installed in the headset to maintain the playback of the call audio. When the backup battery is used for power supply, the battery level is monitored. If the battery level is less than a preset first battery level threshold, a low battery warning is output. If the battery level is less than a preset second battery threshold, a shutdown prompt will be output; wherein the first battery threshold is greater than the second battery threshold.
[0010] In one embodiment, the control method for the head-mounted display device further includes: When the head-mounted display is connected to the gaming device, the acquired posture data of the head-mounted display and the user's audio are sent to the gaming device.
[0011] In one embodiment, the control method for the head-mounted display device further includes: If the game screen displayed by the head-mounted display device is detected to be of a preset high-interaction type, and if the target audio is an incoming call notification tone, then the call importance coefficient of the call audio is obtained, and the incoming call notification duration corresponding to the call importance coefficient is obtained in the preset coefficient duration mapping relationship. The preset coefficient duration mapping relationship includes the mapping relationship between the preset importance coefficient and the preset notification duration. Control the duration of the incoming call notification sound. If no answer instruction based on the incoming call notification sound is received, output a missed call notification after a preset interval or when the game screen is detected to be of a preset low-interaction type.
[0012] Furthermore, to achieve the above objectives, embodiments of this application provide a control device for a head-mounted display device, the control device comprising: An activation module is used to activate the Bluetooth module set on the head-mounted display device when the head-mounted display device is connected to a gaming device, so that the head-mounted display device can connect to the communication device through the Bluetooth module. A response module is configured to respond to an audio playback command sent by the communication device, obtain a target audio from the audio playback command, and play the target audio on the head-mounted display device; The call module is used to, upon receiving an answer command triggered based on the target audio, acquire call audio from the call device, play the call audio on the head-mounted display device, collect user audio from the user wearing the head-mounted display device, and send the user audio to the call device via the Bluetooth module.
[0013] Furthermore, to achieve the above objectives, this application also provides a head-mounted display device, which includes: a memory, a processor, and a program for a control method of the head-mounted display device stored in the memory and executable on the processor. When the program for the control method of the head-mounted display device is executed by the processor, it can implement the steps of the control method of the head-mounted display device as described above.
[0014] Furthermore, to achieve the above objectives, embodiments of this application also provide a computer-readable storage medium storing a program for implementing a control method for a head-mounted display device. When the program for the control method for the head-mounted display device is executed by a processor, it implements the steps of the control method for the head-mounted display device as described above.
[0015] In addition, to achieve the above objectives, this application also provides a computer program product, including a computer program, which, when executed by a processor, implements the steps of the head-mounted display device control method described above.
[0016] One or more technical solutions proposed in this application have at least the following technical effects: This application establishes Bluetooth communication between the head-mounted display device and the calling device. When the head-mounted display device is connected to a gaming device, the Bluetooth module is activated to establish a connection between the head-mounted display device and the calling device. It responds to the audio playback command sent by the calling device to obtain the target audio for playback. Then, after receiving the answer command, it obtains the call audio from the calling device and plays it in the head-mounted display device. At the same time, it collects the user's audio and transmits it back to the calling device through the Bluetooth module. This allows the user to directly perceive and answer incoming calls without interrupting the game or removing the head-mounted display device while immersed in the game. This effectively solves the problem of poor communication timeliness caused by the user's untimely perception of external call information when wearing the head-mounted display device. It ensures that the user can still respond to communication requests in a timely manner in immersive gaming scenarios, avoid missing communication information, and improve the communication timeliness in head-mounted display device usage scenarios. Attached Figure Description
[0017] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with those described herein and, together with the specification, serve to explain the principles of those embodiments.
[0018] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, for those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0019] Figure 1 This is a flowchart illustrating one embodiment of the control method for a head-mounted display device according to this application. Figure 2 This is a schematic diagram showing the connection between the head-mounted display device, the gaming device, and the communication device in the control method of the head-mounted display device according to an embodiment of this application. Figure 3 This is a schematic diagram of the architecture of the head-mounted display device in the control method of the head-mounted display device according to an embodiment of this application; Figure 4 This is a schematic flowchart of an example of the control method for a head-mounted display device in an embodiment of this application; Figure 5 This is a flowchart illustrating another example of the control method for the head-mounted display device in this application. Figure 6 This is a flowchart illustrating yet another example of the control method for a head-mounted display device according to an embodiment of this application. Figure 7 This is a schematic diagram of the module structure of the control device of the head-mounted display device according to an embodiment of this application; Figure 8This is a schematic diagram of the hardware operating environment involved in the control method of the head-mounted display device in the embodiments of this application.
[0020] The objectives, features, and advantages of the embodiments described in this application will be further explained in conjunction with the embodiments and with reference to the accompanying drawings. Detailed Implementation
[0021] It should be understood that the specific embodiments described herein are merely illustrative of the technical solutions of the embodiments of this application and are not intended to limit the embodiments of this application.
[0022] To better understand the technical solutions of the embodiments of this application, a detailed description will be provided below in conjunction with the accompanying drawings and specific implementation methods.
[0023] Game consoles and handhelds have a history of over 50 years. Game consoles are gaming devices used in living room settings, typically connected to a TV for display; handhelds are handheld gaming devices with excellent portability. With technological advancements and significant improvements in chip performance, game image quality has continuously improved, with handhelds showing particularly outstanding visuals. However, considering factors such as power consumption, battery life, size, and weight, most handhelds currently have screens around 8 inches, which is relatively small. In recent years, with the development of AR technology, VR / AR head-mounted displays using BirdBath (BirdBath optical solution) or Pancake (Pancake Optics optical solution) optical solutions can display game console or handheld screens near the eyes, effectively improving display quality and providing players with a more immersive and high-quality gaming experience. However, when players are fully immersed in a game while wearing a head-mounted display, they are prone to missing calls due to not being able to detect incoming calls in time, leading to poor communication timeliness. Therefore, there is currently a technical problem of poor communication timeliness due to the user's inability to perceive incoming call information in a timely manner when wearing a head-mounted display device.
[0024] This embodiment provides a control method for a head-mounted display device. By establishing Bluetooth communication between the head-mounted display device and a calling device, the Bluetooth module is activated when the head-mounted display device is connected to a gaming device to establish a connection. The device responds to audio playback commands sent by the calling device, acquires and plays target audio, and then, upon receiving an answer command, acquires the call audio from the calling device and plays it on the head-mounted display device. Simultaneously, user audio is collected and transmitted back to the calling device via the Bluetooth module. This allows users to directly perceive and answer incoming calls without interrupting the game or removing the head-mounted display device while immersed in the game, effectively solving the problem of poor communication timeliness caused by untimely perception of incoming call information when wearing a head-mounted display device. It ensures that users can respond to communication requests promptly even in immersive gaming scenarios, avoiding missed communication information and improving the communication timeliness of the head-mounted display device in various usage scenarios.
[0025] Based on this, embodiments of this application provide a control method for a head-mounted display device, referring to... Figure 1 , Figure 1 This is a flowchart illustrating one embodiment of the control method for a head-mounted display device according to this application. The control method for the head-mounted display device includes steps S10 to S30: Step S10: When the head-mounted display is connected to a gaming device, activate the Bluetooth module set on the head-mounted display so that the head-mounted display can connect to the calling device via the Bluetooth module; It should be noted that the head-mounted display device is a VR or AR head-mounted display device with display and audio playback functions, capable of connecting to gaming devices to receive and display game images and play game audio. In this embodiment, the head-mounted display device is also equipped with a Bluetooth module, enabling Bluetooth connection and audio interaction related to calls with external devices.
[0026] The gaming device is an electronic device capable of outputting game visuals and audio. Specifically, the gaming device can be a game console, handheld game console, desktop computer, or laptop computer, etc. This embodiment does not make any specific limitations. The gaming device can establish an access connection with the head-mounted display device. The gaming device and the head-mounted display device are connected by a wire, for example, through a USB (Universal Serial Bus) cable. The gaming device can transmit the game visuals and audio generated by its own game to the head-mounted display device, allowing the user to complete an immersive gaming experience through the head-mounted display device.
[0027] The Bluetooth module is a wireless communication component located inside the head-mounted display device. It can be activated and run when the head-mounted display device is connected to a gaming device. It establishes a stable connection with an external communication device through the Bluetooth wireless communication protocol, enabling bidirectional transmission of audio data and commands between the head-mounted display device and the communication device.
[0028] A communication device is an electronic device with mobile communication and audio transmission functions. A communication device can be a smartphone or a tablet computer that can make calls, etc. This embodiment does not make specific limitations. The communication device can send out call notifications or audio playback commands related to media playback. At the same time, it can connect to the head-mounted display device through a Bluetooth module to realize the sending and receiving of call audio.
[0029] For example, when the head-mounted display (HUD) is connected to the gaming device via a wired connection, the HUD can automatically activate its built-in Bluetooth module. After the Bluetooth module is activated, it initiates a Bluetooth search and pairing process, automatically establishing a Bluetooth communication connection with the user's pre-bound calling device, enabling communication and interaction between the HUD and the calling device. In other embodiments, the Bluetooth module can be activated only after the HUD is connected to the gaming device via a wired connection and after detecting that the user is wearing the HUD.
[0030] For example, you can refer to Figure 2 , Figure 2 This diagram illustrates the connections between the head-mounted display (TX), the gaming device, and the communication device. Figure 2 The head-mounted display (TX) connects to the gaming device via a wired connection, and the head-mounted display (TX) connects to the communication device wirelessly.
[0031] Step S20: In response to the audio playback command sent by the call device, obtain the target audio from the audio playback command and play the target audio on the head-mounted display device; It should be noted that the audio playback command is a control command generated by the call device and sent to the head-up display device. The audio playback command is used to instruct the head-up display device to receive and play the corresponding audio content.
[0032] The target audio is the audio to be played, which is parsed from the audio playback command sent by the calling device. The target audio can be a call notification tone or media playback music. It is the audio content played by the head-mounted display device after receiving the relevant playback command from the calling device.
[0033] Incoming call alert tones are audio messages generated by a calling device when it receives an external call request, used to remind the user of an incoming call. Examples include the phone's default ringtone and user-defined ringtones. These alert tones notify the user of incoming calls, allowing them to promptly recognize and decide whether to answer. Music playback refers to non-communication audio content stored on the calling device or played over a network, such as songs stored locally, music played on online music platforms, and podcast audio, providing users with an entertainment listening experience.
[0034] For example, when a call device connected to a head-up display receives an incoming call, the call device generates and sends an audio playback command corresponding to the incoming call to the head-up display. After receiving the audio playback command via a Bluetooth module, the head-up display obtains the target audio from the audio playback command.
[0035] Step S30: Upon receiving an answer command triggered by the target audio, obtain the call audio from the calling device, play the call audio on the head-mounted display device, collect the user audio of the user wearing the head-mounted display device, and send the user audio to the calling device via the Bluetooth module.
[0036] It should be noted that the answer command is a control command triggered by the user based on the target audio played by the head-up display device, used to confirm that the user needs to respond to the call request from the calling device. The call audio is the voice data of the other end of the call obtained from the calling device after the user triggers the answer command. The call audio is received and played by the head-up display device, allowing the user to listen to the voice content of the other end of the call through the head-up display device.
[0037] User audio is the voice audio emitted by the user wearing the head-mounted display device. After the audio is collected, it is transmitted to the calling device via Bluetooth module, and then forwarded to the other end of the call by the calling device to complete the user's voice transmission and interaction.
[0038] In this embodiment, playing the target audio first can promptly deliver relevant audio prompts from the communication device to the user during immersive gaming through the head-mounted display device. When the target audio is an incoming call notification tone, it can inform the user in advance that an incoming call is coming in, providing the user with a basis for deciding whether to answer, avoiding missing important information due to immersion in the game, and improving the timeliness of communication in the usage scenario. When the target audio is music played from media, it can meet the user's need to listen to media audio simultaneously in the game scenario, improving the user experience.
[0039] For example, when the target audio is an incoming call alert tone, after the head-mounted display (HMD) plays the alert tone, the user can trigger an answer command on the HMD based on the alert tone. The HMD will only retrieve the call audio from the calling device, play the call audio, collect the user's audio, and send it to the calling device upon receiving the answer command. When the target audio is music, the HMD will simply play the music without triggering the answer command response process, and will not enter the call interaction process in step S30. This embodiment ensures that the HMD establishes a call audio transmission and acquisition link when an incoming call alert tone is present and a user-triggered answer command is received, preventing accidental triggering of the call function in non-call scenarios. This allows users to perceive incoming call events promptly through the alert tone during immersive gaming and to independently control whether to enter a call, ensuring timely communication while maintaining the continuity of the gaming experience and the autonomy of user operation.
[0040] This embodiment establishes Bluetooth communication between the head-mounted display (HMD) and the calling device. When the HMD is connected to a gaming device, the Bluetooth module is activated to establish a connection between the HMD and the calling device. The HMD responds to audio playback commands sent by the calling device, acquires the target audio, and plays it. Upon receiving an answer command, the HMD acquires the call audio from the calling device and plays it on the HMD. Simultaneously, the user's audio is collected and transmitted back to the calling device via Bluetooth. This allows users to directly perceive and answer incoming calls without interrupting the game or removing the HMD while immersed in the game, effectively solving the problem of poor communication timeliness caused by untimely perception of incoming call information when wearing the HMD. It ensures that users can respond to communication requests promptly even in immersive gaming scenarios, avoiding missed communication messages and improving the communication timeliness of the HMD in various usage scenarios.
[0041] In a feasible embodiment, the control method for the head-mounted display device further includes steps A10 to A20: Step A10: When the head-mounted display is connected to the gaming device, obtain the game screen and game audio from the gaming device; It should be noted that game footage is dynamic visual images generated when a game device runs a game application. Game footage can include game scenes, characters, interfaces, interactive elements, etc., and can be output by the game device and transmitted to the head-mounted display device for display.
[0042] Game audio is auditory-related audio generated when a game device runs a game application. Game audio can include game background music, sound effects, character voice acting, scene prompts, etc., and is used to create the game atmosphere in conjunction with the game screen. It is output by the game device and transmitted to the head-mounted display device for playback.
[0043] Step A20: Display the game screen on the display module of the head-mounted display device and play the game audio on the head-mounted display device.
[0044] The display module is a display component located inside the head-mounted display device. It is used to receive and present game images from the gaming device, providing users with a near-eye display effect and achieving an immersive gaming visual experience.
[0045] After the head-mounted display is connected to the gaming device, it can obtain and display game images and play game audio from the gaming device, thus providing users with an immersive gaming experience. At the same time, the head-mounted display can also connect to the communication device, thereby enabling the head-mounted display to take into account communication response and solve the technical problems of untimely perception of incoming call information and poor communication timeliness when users wear the head-mounted display.
[0046] For example, when a head-mounted display (HMD) is connected to a gaming device via a wired connection, the HMD acquires the game screen and audio output from the gaming device in real time. The HMD then displays the acquired game screen on its built-in display module and plays the acquired game audio through the HMD's speakers, allowing users to directly view the game screen and listen to the game audio through the HMD, thus achieving an immersive gaming experience.
[0047] In a feasible embodiment, step A20 further includes steps A21 to A24: Step A21: Acquire posture data through the motion sensors in the head-mounted display device; Step A22: Obtain the posture offset of the user wearing the head-mounted display device in multiple directions from the posture data, and construct a posture offset matrix based on each posture offset. It should be noted that motion sensors are sensing components installed inside head-mounted displays (HMDs) to detect the motion state and attitude changes of the HMD in space. Motion sensors can be IMUs (Inertial Measurement Units).
[0048] Attitude data refers to data acquired through motion sensors that characterizes the changes in the attitude of a head-mounted display device in space. Attitude data can include the attitude offset of the head-mounted display device relative to a reference attitude at pitch, yaw, and roll angles. The reference attitude can be a preset frontal, eye-level attitude.
[0049] Attitude offset is a numerical value extracted from attitude data that represents the offset of the head-mounted display (HMD) relative to a reference attitude in multiple directions, namely pitch angle, yaw angle, and roll angle. The attitude offset matrix is a matrix constructed based on the attitude offset of the HMD in multiple directions, which can reflect the overall spatial attitude offset of the HMD.
[0050] For example, during operation, the head-mounted display device collects data in real time through its built-in IMU to obtain the attitude data of the head-mounted display device. The attitude data is the attitude offset of the head-mounted display device relative to the reference attitude in three angular dimensions: pitch angle, yaw angle, and roll angle.
[0051] Step A23: Based on the inverse matrix of the posture offset matrix, the game screen is corrected, and the corrected game screen is displayed on the display module of the head-mounted display device. It should be noted that the purpose of correcting the game screen based on the inverse matrix of the posture offset matrix in this embodiment is to eliminate the problems of game screen offset, distortion or viewpoint disorder caused by posture offset such as user head rotation and tilt, and to ensure that the game screen is always presented to the user from a stable and normal perspective.
[0052] In this embodiment, the display module of the head-mounted display device has a corresponding screen projection coordinate system, which corresponds to the standard visual angle when the user is wearing the head-mounted display device in a reference posture, such as a frontal eye-level view. When the user's head rotates or tilts, the posture data collected by the motion sensor directly reflects the posture offset of the current posture relative to the reference posture in the three dimensions of pitch angle, yaw angle, and roll angle. After extracting each posture offset from the posture data, the head-mounted display device constructs an posture offset matrix, which reflects the rotational offset relationship of the user's current head posture relative to the initial reference posture.
[0053] When a user's head shifts, directly displaying an uncorrected game screen will cause the projected image direction to be inconsistent with the user's actual visual direction, resulting in visual problems such as image shift, distortion, or perspective distortion. This embodiment calculates the inverse matrix of the posture offset matrix, and then uses the inverse matrix to correct the game screen. The inverse matrix can compensate for the game screen movement; for example, the amount of head rotation corresponds to the amount of inverse compensation applied to the game screen, thus making the game screen appear stable and stationary.
[0054] For example, the head-mounted display acquires the original coordinates of each pixel in the game screen in the screen's projection coordinate system. It then performs a rotational inverse mapping calculation on the corresponding original coordinates within the game screen using an inverse matrix to obtain the target coordinates adapted to the user's current head posture. Based on these target coordinates, the corrected game screen is then re-rendered. This correction process can offset the viewpoint shift caused by the user's head posture, ensuring that the game screen is always presented stably and normally in the user's viewpoint.
[0055] Step A24: Based on the attitude offset matrix, adjust the preset spatial virtual playback position of the game audio to obtain the target virtual playback position, and play the game audio at the target virtual playback position.
[0056] It should be noted that the preset virtual playback position is a fixed virtual sound position in the virtual 3D space corresponding to the head-mounted display device, pre-configured by the system for game audio. The target virtual playback position refers to the audio playback positioning that matches the user's current head posture after transforming the preset virtual playback position based on the posture offset matrix. The target virtual playback position reflects the new position of the played game audio in the virtual space corresponding to the head-mounted display device after the user's head posture changes, in order to maintain the orientation of the virtual sound source in absolute space.
[0057] For example, in this embodiment, the preset spatial playback coordinates of the preset spatial virtual playback position in the preset virtual space coordinate system of the head-mounted display device can be obtained. The preset spatial playback coordinates can be multiplied with the attitude offset matrix to obtain the target virtual playback position.
[0058] This embodiment corrects the game screen based on the inverse matrix of the posture offset matrix, ensuring that the game screen remains stable, clear, and distortion-free when the user's head tilts, thus improving the game's visual experience. By adjusting the virtual playback position of the game audio and playing it at the target virtual playback position, the spatial audio effect and game immersion can be enhanced, allowing users to have a more realistic and comfortable interactive experience when playing games while wearing a head-mounted display.
[0059] In a feasible embodiment, step S30 further includes steps S31 to S33: Step S31: When the head-mounted display device is playing game audio, obtain the call importance coefficient of the call audio, wherein the call importance coefficient is determined based on the identity information of the party initiating the call. It should be noted that the call importance coefficient is used to determine the volume priority of the call audio when the headset is playing game audio and call audio simultaneously. A higher call importance coefficient indicates a more important call, while a lower coefficient indicates a relatively lower call importance.
[0060] Identity information refers to data content used to identify the identity of the party initiating the call. Identity information includes, but is not limited to, the contact name, phone number, and group tags in the address book of the party initiating the call. Group tags include, for example, family members, colleagues, strangers, historical call frequency, and notes of the party in the communication application. This embodiment does not make specific limitations on this.
[0061] For example, in this embodiment, a preset identity coefficient mapping relationship can be pre-defined. This relationship includes preset importance coefficients corresponding to different preset names. Different preset names correspond to different names, and the preset importance coefficients corresponding to different preset names can be customized by the user. This embodiment does not impose specific limitations on this. For example, the target preset importance coefficient can be obtained directly from the preset identity coefficient mapping relationship by the name of the caller, and then used as the call importance coefficient.
[0062] In other embodiments, the preset identity coefficient mapping relationship may also include preset importance coefficients corresponding to different preset group labels, preset historical call frequencies, and preset communication application remarks. For example, different group labels such as family members, colleagues, and strangers each correspond to different levels of importance coefficients. For instance, contacts with higher historical call frequencies can correspond to higher importance coefficients, while the preset importance coefficients for strangers can be set lower, and those for family members can be set higher. This embodiment does not impose specific limitations on this, and the specific determination can be based on the actual situation. For example, contacts with higher historical call frequencies can correspond to higher importance coefficients. This embodiment does not impose specific limitations on this, and the specific determination can be based on the actual situation. When the preset importance coefficients corresponding to group labels, historical call frequencies, and communication application remarks are simultaneously matched based on the identity information of the caller, the arithmetic average of the obtained preset importance coefficients can be calculated, and the calculated average value can be used as the final target importance coefficient. This target importance coefficient can then be used as the call importance coefficient corresponding to the current call.
[0063] For example, the identity information of the caller is obtained. If the identity information is pre-marked by the user as an important number that must be answered, the preset highest importance coefficient is used as the call importance coefficient. If it is not marked by the user, the target importance coefficient corresponding to the identity information is obtained from the preset identity coefficient mapping relationship, and the target importance coefficient is used as the call importance coefficient. Therefore, this embodiment can prioritize responding to the user's custom important number markings and directly assign the highest importance coefficient to ensure that such calls are never missed, fully satisfying the user's personalized and mandatory call answering needs. On the other hand, when there are no custom markings, the corresponding target importance coefficient is automatically matched through the preset identity coefficient mapping relationship, which can take into account the distinction of call importance based on conventional identity characteristics such as contact grouping and call frequency.
[0064] Step S32: If the call importance coefficient is greater than or equal to the preset importance threshold, then control the playback volume of the call audio to be greater than the playback volume of the game audio, so that the call audio is played at a higher playback volume than the game audio. It should be noted that the preset importance threshold is a numerical standard pre-set by the system to determine whether a call is important. When the call importance coefficient is greater than or equal to the preset importance threshold, it indicates that the current call is important. To prevent users from missing or not hearing the call content due to excessively loud game audio, the call audio playback volume is controlled to be higher than the game audio, highlighting the audibility of important calls and ensuring that users can receive key calls normally. In other embodiments, if the call importance coefficient is greater than or equal to the preset importance threshold, the game sound effects in the game audio can also be stopped.
[0065] Step S33: If the call importance coefficient is less than the preset importance threshold, then control the volume of the call audio to be lower than the playback volume of the game audio, so that the call audio is played at a volume lower than the playback volume of the game audio.
[0066] It should be noted that when the call importance coefficient is less than the preset importance threshold, it means that the current call is of low importance. In order to avoid unimportant call audio from interfering with the user's gaming experience, the volume of the call audio is controlled to be lower than that of the game audio, so as to retain the call reminder while minimizing the impact on the normal listening of the game audio.
[0067] This embodiment determines the importance of a call based on the caller's identity information and uses this information to adjust the volume of the call audio. This ensures that important calls are clearly audible, preventing users from missing crucial communications, while reducing the interference of unimportant calls on the gaming process. It achieves a balance between call reminders and the gaming experience, improving the overall interactive experience when using the head-mounted display. Therefore, this embodiment implements the mixing of game audio and call audio.
[0068] In other embodiments, after playing call audio in the head-mounted display device, the device can also adjust the volume of the call audio in response to a user's command to adjust the call volume. Alternatively, it can adjust the volume of the game audio in response to a user's command to adjust the game volume.
[0069] In a feasible embodiment, the control method for the head-mounted display device further includes steps B10 to B30: Step B10: If it is detected that the head-mounted display device is disconnected from the gaming device and the audio played by the head-mounted display device includes call audio, then the head-mounted display device is controlled to activate the backup battery set in the head-mounted display device to maintain the playback of call audio. It should be noted that the backup battery is a power supply unit independently located inside the head-up display. The backup battery is used to temporarily provide power to call-related circuits when the head-up display loses connection to the gaming device, causing a power outage. For example, the backup battery powers the Bluetooth module.
[0070] Step B20: When the backup battery is enabled, monitor the backup battery level. If the level is less than a preset first power threshold, output a low power warning. Step B30: If the battery level is less than a preset second battery threshold, output a shutdown prompt, wherein the first battery threshold is greater than the second battery threshold.
[0071] It should be noted that both the first and second power thresholds can be set based on actual conditions. This embodiment does not impose specific limitations on them, but the first power threshold is greater than the second power threshold.
[0072] When the battery level falls below the preset first battery threshold, it indicates that the battery is low. Although it can still maintain short-term audio playback, it cannot guarantee long-term calls. At this time, a low battery warning is displayed to remind the user that the current call will be limited by power supply, allowing the user to end the call in time or prepare for the headset to shut down soon. When the battery level falls below the preset second battery threshold, it indicates that the backup battery is nearly depleted, only able to maintain audio playback for a very short time. The headset will automatically shut down due to insufficient power. At this time, a shutdown warning is displayed to give the user a final alert, informing them that the headset will shut down soon. After the headset shuts down, if the call is still ongoing, the call will not be interrupted, and the audio will continue to play on the headset.
[0073] For example, when the headset and gaming device are connected via a wired connection, the gaming device can synchronously power the headset via a USB cable. If the headset detects a disconnection from the gaming device or an interruption in the power supply link, and if the headset is playing audio during a call, it immediately activates its internal backup battery for emergency power to ensure uninterrupted audio playback. During backup battery operation, the headset monitors its remaining battery level in real time. When the battery level is above a preset first threshold, the call continues normally. When the battery level drops below the first threshold, a low battery warning is displayed, which can be a voice prompt. If the battery level continues to drop below a second threshold, a power-off warning is displayed, which can also be a voice prompt.
[0074] By automatically activating the backup battery when the headset is disconnected from the gaming device but a call is ongoing, it can prevent calls from being suddenly interrupted on the headset due to power outages. By setting tiered power thresholds and outputting prompts sequentially, users can gradually understand the power status and make reasonable call arrangements, which not only improves the user experience but also prevents unexpected device shutdowns from affecting calls.
[0075] In one feasible embodiment, the control method for the head-mounted display device further includes step C10: when the head-mounted display device is connected to the gaming device, sending the acquired posture data of the head-mounted display device and the user's audio to the gaming device.
[0076] It should be noted that when the head-mounted display (HMD) is connected to the gaming device, the HMD's posture data and the user's audio are sent to the gaming device. This allows the gaming device to obtain real-time changes in the user's head posture and voice interaction information. The posture data can be used by the gaming device to adjust the screen angle and match the user's visual direction in real time. In other embodiments, if the game running on the gaming device requires game operations to be triggered based on posture data, sending posture data to the gaming device in real time can enable the direct triggering of corresponding game operations based on posture data, thereby improving the convenience and immersion of game interaction.
[0077] User audio (such as voice commands and call audio) is used to enable in-game voice interaction. Since users may continue playing the game during a call, and if in-game voice calls also exist, the user may have both external call and in-game voice audio simultaneously. Therefore, the user audio may include audio from external calls and audio from in-game conversations. To avoid missing any voice interactions, the headset will send the user audio to both the game device and the call device simultaneously.
[0078] In this embodiment, when the head-mounted display device is connected to the gaming device, posture data and user audio are sent to the gaming device in real time. This enables the gaming device to accurately obtain the user's head posture and voice data. Based on the posture data, the game screen perspective can be adjusted synchronously and corresponding game operations can be triggered to improve the immersion and smoothness of the game. Based on the user's audio, functions such as in-game voice interaction and voice command control can be realized, thereby improving the user experience in scenarios where games and calls are played simultaneously.
[0079] To better understand this embodiment, please refer to Figure 3 , Figure 3 A schematic diagram of the head-mounted display device's architecture is shown. Figure 3The USB-C port in the head-mounted display (HUD) is used for wired connection to the gaming device. The gaming device can transmit its video stream to the image processing unit of the bridge chip via the DisplayPort (DP) protocol. The video stream includes real-time game footage from the gaming device. The image processing unit can convert the DP video stream to the MIPI-DSI (Mobile Industry Processor Interface - Display Serial Interface) protocol and drive the display module in the HUD to display the data. The gaming device and the HUD can also transmit data other than video streams via the USB protocol, such as commands, user video, and posture data; this embodiment does not specifically limit this. The HUD also includes a bridge chip, motion sensor, proximity sensor, ambient light sensor, Bluetooth chip, backup battery, antenna, speaker, and microphone. Figure 3 The Bluetooth chip mentioned is the Bluetooth module in this embodiment.
[0080] The motion sensor can collect the posture data of the head-mounted display device and transmit it to the microprocessor of the bridge chip. The image processing unit can obtain the posture data from the microprocessor of the bridge chip, correct the game screen in the video stream transmitted by the gaming device, and drive the display module to display the corrected game screen.
[0081] The proximity sensor detects whether the head-mounted display (HUD) is worn on the user's head. The microprocessor in the bridging chip acquires the on / off data from the proximity sensor and controls the screen's brightness based on this data. For example, an "on" signal indicates the screen is on, and a "off" signal indicates the screen is off. An "on" signal means the HUD is worn on the user's head, while a "off" signal means it is not. The bridging chip's microprocessor also acquires ambient light data detected by the ambient light sensor. This data reflects the brightness of the ambient light and allows for adjustments to the display module's brightness based on this ambient light level.
[0082] The antenna and the radio frequency unit in the Bluetooth chip enable wireless connection with the calling device, and can acquire call audio and media playback audio from the calling device through the antenna and the radio frequency unit.
[0083] In this embodiment, the head-mounted display device is mainly powered by the PD protocol (Power Delivery) of the USB-C cable. When making or receiving calls on the head-mounted display device, if the USB-C cable is unplugged, the call function needs to be maintained. Therefore, this embodiment is equipped with a small-capacity battery, i.e., a backup battery, on the head-mounted display device. When the gaming device is disconnected from the head-mounted display device, the power management unit in the Bluetooth chip will activate the backup battery to power the Bluetooth chip and maintain the call.
[0084] Game audio from the gaming device is transmitted via USB to the microprocessor in the bridge chip. The microprocessor converts the game audio transmitted via USB into I2S (Inter-IC Sound) data, which is then transmitted to the digital signal processor (DSP) in the Bluetooth chip. The bridge chip's microprocessor can also transmit attitude data to the DSP in the Bluetooth chip via SPI (Serial Peripheral Interface). The DSP performs spatial audio processing on the game audio, calculating the target virtual playback position and playing the audio at that position. Call audio and media music audio from the communication device are transmitted via Bluetooth to the DSP, mixed with the game audio, and then played by the speaker. The speaker and multiple microphones are connected to the DSP. These microphones capture the user's audio, which is then noise-reduced by the DSP. The noise-reduced audio is then transmitted back to the bridge chip via I2S, and from there to the gaming device. The noise-reduced audio is also transmitted back to the communication device via Bluetooth. Figure 3 In this embodiment, the button can be electrically connected to the microprocessor of the Bluetooth chip. Users can trigger the answer command by pressing the button, or trigger the volume adjustment command, etc. This embodiment does not make specific limitations on this.
[0085] In a feasible embodiment, the control method for the head-mounted display device further includes steps D10 to D20: Step D10: If the game screen displayed on the head-mounted display device is detected to be of a preset high-interaction type, and the target audio is an incoming call notification tone, then the call importance coefficient of the call audio is obtained, and the incoming call notification duration corresponding to the call importance coefficient is obtained in the preset coefficient duration mapping relationship. The preset coefficient duration mapping relationship includes the mapping relationship between the preset importance coefficient and the preset notification duration. It should be noted that preset high-interaction types refer to game scenes where the game screen is in a highly intensive operation, requires high reaction speed, or is highly dependent on the user's attention. For example, combat duels and racing games are all preset high-interaction types. In preset high-interaction scenarios, users should not be interrupted by long-term incoming call notifications.
[0086] The call notification duration refers to the allowed duration of the call notification tone. The call notification duration is determined based on the call importance coefficient. The higher the call importance coefficient, the higher the importance level, and the higher the importance level, the longer the call notification duration will be. This achieves call reminders while avoiding excessive interference with the highly interactive game process.
[0087] The preset coefficient duration mapping relationship includes multiple preset importance coefficients and the mapping relationship between each preset importance coefficient and the preset prompt duration. The larger the preset importance coefficient, the longer the preset prompt duration. In other embodiments, the preset coefficient duration mapping relationship includes multiple preset coefficient intervals and the mapping relationship between each preset coefficient interval and the preset prompt duration. The preset coefficient interval includes multiple preset importance coefficients, and different preset importance coefficients within the same preset coefficient interval correspond to the same preset prompt duration. The preset coefficient duration mapping relationship can be determined in advance based on actual conditions; this embodiment does not make specific settings for this, and different preset coefficient intervals correspond to different preset prompt durations.
[0088] When the game screen is highly interactive, the call notification duration is obtained from the preset coefficient duration mapping relationship based on the call importance coefficient. This allows for differentiated call reminders based on the importance of the call without seriously interrupting the user's key game operations, thus balancing game smoothness and the necessity of communication reminders.
[0089] For example, the game segment identifier of the currently displayed game screen can be obtained. The game segment identifier can be obtained from the game device. For example, when the game segment identifier is a high-interaction identifier such as combat, racing, or key operation segment, it can be determined that the current game screen is a preset high-interaction type. That is, when the game segment identifier of the game screen is a high-interaction identifier, it can be determined that the game screen is a preset high-interaction type. In this embodiment, multiple high-interaction identifiers can be included. Multiple high-interaction identifiers can be stored in a preset interaction identifier database. When the preset interaction identifier database can find the game segment identifier, then the game segment identifier is determined to be a high-interaction identifier.
[0090] In other embodiments, the attitude offset of the head-mounted display device at the current moment can be obtained, as well as the frequency of attitude data changes within a preset monitoring period prior to the current moment. The attitude data change frequency refers to the number of times the attitude offset of the head-mounted display device under pitch, yaw, and roll angles is updated within the preset monitoring period; a higher update frequency indicates more frequent attitude changes. The offset amplitude refers to the absolute value of the difference between the attitude angle at the current moment and the attitude angle at the previous moment; a larger difference indicates a greater amplitude of head rotation or swaying. If, within the preset monitoring period (e.g., 2 to 3 consecutive seconds), the frequency of changes in the user's head posture is detected to be higher than a preset frequency threshold, and the single or cumulative change amplitude exceeds a preset amplitude threshold, it indicates that the user is in a game scenario requiring high concentration and frequent control. In this case, it can be determined that the current game screen belongs to a preset high-interaction type.
[0091] In another embodiment, the element type and rate of change of all screen elements within the game screen can be detected, and user operation data can be acquired synchronously. This operation data includes the frequency of button presses made by the user on the game device or head-mounted display. The rate of change of the game screen refers to the switching rate between the current frame and the previous frame, or the change in pixel grayscale between the current frame and the previous N frames, where N is a positive integer. For each element type, a corresponding weight value can be pre-configured. For example, interactive elements with high-frequency operations, such as combat controls, skill buttons, and directional joysticks, are assigned higher weights, while non-interactive elements, such as story text and loading prompts, are assigned lower weights. The element score corresponding to each screen element is determined based on the sum of the weights of all screen elements in the game screen. By acquiring the number of button presses triggered by the user within a preset unit of time before the current moment, the ratio of the number of button presses to the preset unit of time is used as the button frequency. The button frequency reflects the intensity of the user's current operations. When calculating the interaction frequency coefficient, the element score, rate of change, and key press frequency can be weighted and summed to obtain the interaction frequency coefficient. In other embodiments, the element score, rate of change, key press frequency, frequency of user head posture changes within a preset monitoring period, and cumulative change amplitude can also be weighted and summed to obtain the interaction frequency coefficient. When the interaction frequency coefficient is greater than a preset interaction threshold, the current game screen is determined to belong to a preset high interaction type; otherwise, it is determined to belong to a preset low interaction type.
[0092] Step D20: Control the duration of the incoming call notification tone playback. If no answer instruction based on the incoming call notification tone is received, or if a missed call notification is output after a preset interval or when the game screen is detected to be of a preset low-interaction type.
[0093] It's important to note that "preset low-interaction type" refers to non-critical game scenarios with minimal user interaction and low attention requirements, such as loading, waiting, cutscene playback, and simple browsing. The preset interval is a fixed waiting time set in advance. This interval is used to output a missed call notification after the initial call notification ends and is not answered, avoiding frequent interruptions to the user's game. For example, game screens belonging to the preset low-interaction type could include the game loading screen, standby screen, cutscenes, scene browsing, inventory viewing, and settings menus. In these scenarios, user head movements are gradual, button presses are infrequent, and the rate of dynamic screen changes is small. There is no need for high-intensity continuous control, making it suitable for outputting call reminders and missed call notifications without significantly affecting the user's gaming experience and operational continuity. If the game screen is detected as not belonging to the preset high-interaction type, it can be determined that the game screen belongs to the preset low-interaction type.
[0094] The system controls incoming call notifications to play for a set duration, and waits for a preset interval or switches to a low-interaction scenario before outputting a missed call notification when there is no answer command. This minimizes interference with the game while ensuring that users do not miss any missed call information, achieving a balance between game experience and communication reminders.
[0095] In other embodiments, if the game screen switches to a preset low-interaction type within a preset interval after the incoming call notification tone ends, a missed call notification is output. If the game screen does not switch to the preset low-interaction type within the preset interval, a missed call notification can be output directly. Furthermore, the preset interval can be determined based on the call importance coefficient. The more important the call, the shorter the preset interval can be set; the less important the call, the longer the preset interval can be set. For example, the preset interval corresponding to the call importance coefficient can be obtained from the preset interval coefficient mapping relationship. The preset interval coefficient includes the mapping relationship between the preset call importance coefficient and the preset duration.
[0096] By controlling the playback of incoming call alerts based on the call importance coefficient when the game screen is in a preset high-interaction type, the system can provide differentiated reminders according to the importance of the call. This avoids long reminders interfering with the user's key game operations and ensures smooth gameplay while ensuring that the user does not miss important calls. When no answer instruction is received, the system prioritizes waiting for the game screen to switch to a preset low-interaction type or for a preset interval before outputting a missed call reminder. The interval can be flexibly adjusted according to the importance of the call, thereby minimizing disruption to the game process and preventing users from missing missed call information due to prolonged high-interaction game scenarios. This achieves a balance between immersive gaming experience and communication reminder needs, improving the gaming experience through head-mounted displays.
[0097] To better understand this embodiment, please refer to Figure 4 , Figure 5 as well as Figure 6 The processes in this embodiment will be briefly described as follows: Reference Figure 4 The process includes steps X10 to X70: Step X10: The head-mounted display connects to the gaming device; Step X20: Determine if the head-mounted display is being worn; if the head-mounted display is being worn, proceed to step X30; if the head-mounted display is not being worn, return to check if the head-mounted display is being worn. Step X30: Receive the game screen sent by the gaming device; Step X40: Determine if correction is needed; specifically, whether to correct the game screen. If not, proceed directly to step X60: DP to MIPI conversion; Step X60 refers to converting the DP protocol game screen to the MIPI protocol game screen to drive the display module of the head-mounted display. If the game screen is being corrected, proceed to step X50: Correct the game screen based on the acquired posture data to obtain the corrected game screen; Step X60: DP to MIPI conversion; Step X70: Drive the display module to display. Therefore, in this embodiment, either the game screen before correction or the game screen after correction can be displayed.
[0098] Reference Figure 5 , Figure 5 Steps Y10 to Y60 are demonstrated. Step Y10: The head-mounted display (HUD) connects to the gaming device. Step Y20: The Bluetooth module is activated, allowing the HUD to connect to the calling device via Bluetooth. Step Y30: It is determined whether the HUD is being worn. If the HUD is being worn, step Y40 is executed; otherwise, monitoring continues. Step Y40: The digital signal processor (DSP) acquires the game audio. Since the game audio is transmitted via I2S, it can be decoded. Then, step Y50 is executed to determine whether spatial audio processing is performed. If spatial audio processing is confirmed, step Y60 is executed to determine the target virtual playback position of the game audio based on the acquired posture data. Specifically, the posture offsets of the user wearing the HUD in multiple directions are obtained from the posture data, and a posture offset matrix is constructed based on these offsets. Based on the posture offset matrix, the preset virtual playback position of the game audio is adjusted to obtain the target virtual playback position, and the game audio is played at the target virtual playback position. After step Y60, proceed to step Y70: drive the speaker to play. If spatial audio processing is not performed on the game audio, proceed directly to step Y70.
[0099] Reference Figure 6 , Figure 6The steps Z10 to Z80a are shown. Step Z10: The head-mounted display disconnects from the gaming device. Step Z20b: The bridging chip shuts down. Since the head-mounted display disconnects from the gaming device, there is no need to display the game screen on the head-mounted display or interact with the gaming device; therefore, the bridging chip can be shut down directly. Step Z20a is determined: In a call. If not in a call, step Z70a is executed directly: The head-mounted display disconnects from the calling device. If in a call, step Z30a is executed: The call is maintained. Step Z40a is determined: Call ended. If the call ended, step Z70a is executed. If the call has not ended, step Z50a is executed: The battery level is less than a preset second battery threshold. If the battery level is less than the preset second battery threshold, step Z60a is executed: A shutdown prompt is played, then step Z70a is executed, and finally step Z80a is executed: The Bluetooth chip shuts down. In other embodiments, if the battery level is less than a preset first battery threshold and greater than a preset second battery threshold while the call is in progress and has not ended, a low battery prompt is played.
[0100] This application also provides a control device for a head-mounted display device. Please refer to... Figure 7 The control device includes: Activation module 10 is used to activate the Bluetooth module set on the head-mounted display device when the head-mounted display device is connected to a gaming device, so that the head-mounted display device can connect to the calling device through the Bluetooth module; Response module 20 is configured to respond to an audio playback command sent by the communication device, obtain target audio from the audio playback command, and play the target audio on the head-mounted display device; The call module 30 is used to, upon receiving an answer command triggered based on the target audio, acquire call audio from the call device, play the call audio on the head-mounted display device, collect user audio from the user wearing the head-mounted display device, and send the user audio to the call device via the Bluetooth module.
[0101] In one embodiment, the activation module 10 is further configured to: When the head-mounted display is connected to a gaming device, game visuals and audio are acquired from the gaming device. The game screen is displayed on the display module of the head-mounted display device, and the game audio is played on the head-mounted display device.
[0102] In one embodiment, the activation module 10 is further configured to: Attitude data is acquired through motion sensors in the head-mounted display device; The posture offsets of the user wearing the head-mounted display device in multiple directions are obtained from the posture data, and a posture offset matrix is constructed based on each posture offset. Based on the inverse matrix of the posture offset matrix, the game screen is corrected, and the corrected game screen is displayed on the display module of the head-mounted display device. Based on the attitude offset matrix, the preset spatial virtual playback position of the game audio is adjusted to obtain the target virtual playback position, and the game audio is played at the target virtual playback position.
[0103] In one embodiment, the call module 30 is further configured to: When the head-mounted display device plays game audio, the call importance coefficient of the call audio is obtained, wherein the call importance coefficient is determined based on the identity information of the party initiating the call; If the call importance coefficient is greater than or equal to a preset importance threshold, then the playback volume of the call audio is controlled to be greater than the playback volume of the game audio, so that the call audio is played at a higher playback volume than the game audio. If the call importance coefficient is less than a preset importance threshold, then the volume of the call audio is controlled to be less than the playback volume of the game audio, so that the call audio is played at a volume lower than that of the game audio.
[0104] In one embodiment, the call module 30 is further configured to: when it is detected that the head-mounted display device is disconnected from the gaming device and the audio played by the head-mounted display device includes call audio, control the head-mounted display device to activate the backup battery installed in the head-mounted display device to maintain the playback of the call audio. When the backup battery is used for power supply, the battery level is monitored. If the battery level is less than a preset first battery level threshold, a low battery warning is output. If the battery level is less than a preset second battery threshold, a shutdown prompt will be output; wherein the first battery threshold is greater than the second battery threshold.
[0105] In one embodiment, the call module 30 is further configured to: The control method for the head-mounted display device further includes: When the head-mounted display is connected to the gaming device, the acquired posture data of the head-mounted display and the user's audio are sent to the gaming device.
[0106] In one embodiment, the call module 30 is further configured to: The control method for the head-mounted display device further includes: If the game screen displayed by the head-mounted display device is detected to be of a preset high-interaction type, and if the target audio is an incoming call notification tone, then the call importance coefficient of the call audio is obtained, and the incoming call notification duration corresponding to the call importance coefficient is obtained from the preset coefficient duration mapping relationship. The preset coefficient duration mapping relationship includes the mapping relationship between the preset importance coefficient and the preset notification duration. Control the duration of the incoming call notification sound. If no answer instruction based on the incoming call notification sound is received, output a missed call notification after a preset interval or when the game screen is detected to be of a preset low-interaction type.
[0107] The control device for a head-mounted display device provided in this application adopts the control method for the head-mounted display device in the above embodiments, aiming to solve the technical problem of poor communication timeliness caused by the user's untimely perception of incoming call information when wearing the head-mounted display device. Compared with the prior art, the beneficial effects of the control method for the head-mounted display device provided in this application are the same as those of the control method for the head-mounted display device provided in the above embodiments, and other technical features in the control device of this head-mounted display device are the same as those disclosed in the methods of the above embodiments, and will not be repeated here.
[0108] This application provides a head-mounted display device, which includes: at least one processor; and a memory communicatively connected to the at least one processor; wherein the memory stores instructions executable by the at least one processor, which are executed by the at least one processor to enable the at least one processor to perform the control method of the head-mounted display device in the first embodiment described above.
[0109] The following is for reference. Figure 8 The diagram illustrates a structural schematic of a head-mounted display device suitable for implementing embodiments of this application. The head-mounted display device in the embodiments of this application may include, but is not limited to, mobile terminals such as mobile phones, laptops, digital broadcast receivers, PDAs (Personal Digital Assistants), PADs (Portable Application Descriptions), PMPs (Portable Media Players), in-vehicle terminals (e.g., in-vehicle navigation terminals), and fixed terminals such as digital TVs and desktop computers. Figure 8 The head-mounted display device shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments of this application.
[0110] like Figure 8As shown, the head-mounted display device may include a processing unit 1001 (e.g., a central processing unit, a graphics processing unit, etc.), which can perform various appropriate actions and processes according to a program stored in a read-only memory 1002 or a program loaded from a storage device 1003 into a random access memory 1004. The random access memory 1004 also stores various programs and data required for the operation of the head-mounted display device. The processing unit 1001, the read-only memory 1002, and the random access memory 1004 are interconnected via a bus 1005. An input / output interface 1006 is also connected to the bus. Typically, the following systems can be connected to the input / output interface 1006: input devices 1007 including, for example, a touchscreen, touchpad, keyboard, mouse, image sensor, microphone, accelerometer, gyroscope, etc.; output devices 1008 including, for example, a liquid crystal display (LCD), speaker, vibrator, etc.; storage devices 1003 including, for example, magnetic tape, hard disk, etc.; and communication devices 1009. Communication device 1009 allows the head-mounted display device to wirelessly or wiredly communicate with other devices to exchange data. While head-mounted display devices with various systems are shown in the figures, it should be understood that implementation or possession of all the systems shown is not required. More or fewer systems may be implemented alternatively. In particular, according to embodiments disclosed in this application, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, embodiments disclosed in this application include a computer program product comprising a computer program carried on a computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via a communication device, or installed from storage device 1003, or installed from read-only memory 1002. When the computer program is executed by processing device 1001, it performs the functions defined in the methods of the embodiments disclosed in this application. The head-mounted display device provided in this application, employing the control method of the head-mounted display device in the above embodiments, can solve the technical problem of poor communication timeliness caused by the user's untimely perception of incoming call information when wearing the head-mounted display device. Compared with the prior art, the beneficial effects of the head-mounted display device provided in this application are the same as those of the control method for the head-mounted display device provided in the above embodiments, and other technical features in this head-mounted display device are the same as those disclosed in the method of the previous embodiment, and will not be repeated here. It should be understood that the various parts disclosed in this application can be implemented by hardware, software, firmware, or a combination thereof. In the description of the above embodiments, specific features, structures, materials, or characteristics can be combined in a suitable manner in any one or more embodiments or examples.The above are merely specific embodiments of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.
[0111] This embodiment provides a computer-readable storage medium having computer-readable program instructions stored thereon, which are used to execute the control method of the head-mounted display device in Embodiment 1 above. The computer-readable storage medium provided in this embodiment may be, for example, a USB flash drive, but is not limited to, electrical, magnetic, optical, electromagnetic, infrared, or semiconductor devices, apparatuses, or any combination thereof. More specific examples of computer-readable storage media may include, but are not limited to: electrical connections with one or more wires, portable computer disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable EPROM (Electrical Programmable Read Only Memory) or flash memory, optical fiber, portable compact disk CD-ROM (compact disc read-only memory), optical storage devices, magnetic storage devices, or any suitable combination thereof. In this embodiment, the computer-readable storage medium may be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution device, apparatus, or device. Program code contained on a computer-readable storage medium may be transmitted using any suitable medium, including but not limited to: wires, optical fibers, RF (Radio Frequency), etc., or any suitable combination thereof.
[0112] The aforementioned computer-readable storage medium may be included in the head-mounted display device; or it may exist independently and not assembled into the head-mounted display device. The aforementioned computer-readable storage medium carries one or more programs that, when executed by the head-mounted display device, cause the head-mounted display device to: activate a Bluetooth module configured on the head-mounted display device when a gaming device is connected, thereby enabling the head-mounted display device to connect to a calling device via the Bluetooth module; in response to an audio playback command sent by the calling device, obtain target audio from the audio playback command and play the target audio on the head-mounted display device; and, upon receiving an answer command triggered based on the target audio, obtain call audio from the calling device, play the call audio on the head-mounted display device, and collect user audio from the user wearing the head-mounted display device, sending the user audio to the calling device via the Bluetooth module.
[0113] Computer program code for performing the operations of this disclosure can be written in one or more programming languages or a combination thereof, including object-oriented programming languages such as Java, Smalltalk, and C++, and conventional procedural programming languages such as the "C" language or similar programming languages. The program code can be executed entirely on the user's computer, partially on the user's computer, as a standalone software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In cases involving remote computers, the remote computer can be connected to the user's computer via any type of network—including a LAN (local area network) or WAN (wide area network)—or can be connected to an external computer (e.g., via the Internet using an Internet service provider).
[0114] The flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of devices, methods, and computer program products according to various embodiments of this application. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions indicated in the blocks may occur in a different order than those indicated in the drawings. For example, two consecutively indicated blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in the block diagrams and / or flowcharts, and combinations of blocks in the block diagrams and / or flowcharts, may be implemented using a dedicated hardware-based device that performs the specified function or operation, or using a combination of dedicated hardware and computer instructions.
[0115] The modules described in the embodiments of this disclosure can be implemented in software or hardware. The names of the modules do not necessarily limit the functionality of the unit itself.
[0116] The computer-readable storage medium provided in this application embodiment stores computer-readable program instructions for executing the control method of the head-mounted display device described above, aiming to solve the technical problem of poor communication timeliness caused by the user's untimely perception of incoming call information when wearing the head-mounted display device. Compared with the prior art, the beneficial effects of the computer-readable storage medium provided in this application embodiment are the same as the beneficial effects of the control method of the head-mounted display device provided in the above embodiments, and will not be repeated here.
[0117] This application also provides a computer program product, including a computer program that, when executed by a processor, implements the steps of the control method for the head-mounted display device as described above.
[0118] The computer program product provided in this application aims to solve the technical problem of poor communication timeliness caused by the user's untimely perception of incoming call information when wearing a head-mounted display device. Compared with the prior art, the beneficial effects of the computer program product provided in this application are the same as the beneficial effects of the head-mounted display device control method provided in the above embodiments, and will not be repeated here.
[0119] The above are merely preferred embodiments of the present application and do not limit the patent scope of the present application. Any equivalent structural or procedural transformations made using the description and drawings of the present application, or direct or indirect applications in other related technical fields, are similarly included within the patent protection scope of the present application.
Claims
1. A control method for a head-mounted display device, characterized in that, The method includes: When the headset is connected to a gaming device, the Bluetooth module on the headset is activated so that the headset can connect to the calling device via the Bluetooth module. In response to an audio playback command sent by the communication device, a target audio is obtained from the audio playback command and played on the head-mounted display device; Upon receiving a call answering command triggered by the target audio, the system acquires the call audio from the calling device, plays the call audio on the head-mounted display device, collects the user audio of the user wearing the head-mounted display device, and sends the user audio to the calling device via the Bluetooth module.
2. The control method for the head-mounted display device as described in claim 1, characterized in that, The control method for the head-mounted display device further includes: When the head-mounted display is connected to a gaming device, game visuals and audio are acquired from the gaming device. The game screen is displayed on the display module of the head-mounted display device, and the game audio is played on the head-mounted display device.
3. The control method for the head-mounted display device as described in claim 2, characterized in that, The steps of displaying the game screen on the display module of the head-mounted display device and playing the game audio on the head-mounted display device include: Attitude data is acquired through motion sensors in the head-mounted display device; The posture offsets of the user wearing the head-mounted display device in multiple directions are obtained from the posture data, and a posture offset matrix is constructed based on each posture offset. Based on the inverse matrix of the posture offset matrix, the game screen is corrected, and the corrected game screen is displayed on the display module of the head-mounted display device. Based on the attitude offset matrix, the preset spatial virtual playback position of the game audio is adjusted to obtain the target virtual playback position, and the game audio is played at the target virtual playback position.
4. The control method for the head-mounted display device as described in claim 1, characterized in that, The step of playing the call audio in the head-mounted display device includes: When the head-mounted display device plays game audio, the call importance coefficient of the call audio is obtained, wherein the call importance coefficient is determined based on the identity information of the party initiating the call; If the call importance coefficient is greater than or equal to a preset importance threshold, then the playback volume of the call audio is controlled to be greater than the playback volume of the game audio, so that the call audio is played at a volume greater than that of the game audio. If the call importance coefficient is less than a preset importance threshold, then the volume of the call audio is controlled to be less than the playback volume of the game audio, so that the call audio is played at a volume lower than that of the game audio.
5. The control method for the head-mounted display device as described in claim 1, characterized in that, The control method for the head-mounted display device also includes: If the headset is detected to be disconnected from the gaming device and the audio played by the headset includes call audio, the headset is controlled to activate the backup battery installed in the headset to maintain the playback of the call audio. When the backup battery is used for power supply, the battery level is monitored. If the battery level is less than a preset first battery level threshold, a low battery warning is output. If the battery level is less than a preset second battery threshold, a shutdown prompt will be output; wherein the first battery threshold is greater than the second battery threshold.
6. The control method for the head-mounted display device as described in claim 1, characterized in that, The control method for the head-mounted display device also includes: When the head-mounted display is connected to the gaming device, the acquired posture data of the head-mounted display and the user's audio are sent to the gaming device.
7. The control method for the head-mounted display device as described in claim 1, characterized in that, The control method for the head-mounted display device also includes: If the game screen displayed by the head-mounted display device is detected to be of a preset high-interaction type, and if the target audio is an incoming call notification tone, then the call importance coefficient of the call audio is obtained, and the incoming call notification duration corresponding to the call importance coefficient is obtained in the preset coefficient duration mapping relationship. The preset coefficient duration mapping relationship includes the mapping relationship between the preset importance coefficient and the preset notification duration. Control the duration of the incoming call notification sound. If no answer instruction based on the incoming call notification sound is received, output a missed call notification after a preset interval or when the game screen is detected to be of a preset low-interaction type.
8. A control device for a head-mounted display device, characterized in that, The control device for the head-mounted display includes: An activation module is used to activate the Bluetooth module set on the head-mounted display device when the head-mounted display device is connected to a gaming device, so that the head-mounted display device can connect to the communication device through the Bluetooth module. A response module is configured to respond to an audio playback command sent by the communication device, obtain a target audio from the audio playback command, and play the target audio on the head-mounted display device; The call module is used to, upon receiving an answer command triggered based on the target audio, acquire call audio from the call device, play the call audio on the head-mounted display device, collect user audio from the user wearing the head-mounted display device, and send the user audio to the call device via the Bluetooth module.
9. A head-mounted display device, characterized in that, The head-mounted display device includes: At least one processor; and a memory communicatively connected to the at least one processor; The memory stores instructions executable by the at least one processor, which, when executed by the at least one processor, enables the at least one processor to perform the steps of the control method for the head-mounted display device according to any one of claims 1 to 7.
10. A storage medium, characterized in that, The storage medium is a computer-readable storage medium, on which a program for implementing a control method for a head-mounted display device is stored. The program for implementing the control method for a head-mounted display device is executed by a processor to implement the steps of the control method for a head-mounted display device as claimed in any one of claims 1 to 7.