Live streaming room interaction method and device, electronic device, storage medium and program product

CN122601880APending Publication Date: 2026-08-18BEIJING DAJIA INTERNET INFORMATION TECH CO LTD
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Patent Information

Application Number
CN202610787896.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-06-02
Publication Date
2026-08-18

AI Technical Summary

Technical Problem

[0003]但是目前,直播间中难以通过主播与直播观众的互动,对直播间中正在展示的主播所穿戴的装备进行直接的自动更换,并且难以保证更换的便捷性

Benefits of technology

通过本公开的直播间交互方法、装置、电子设备、存储介质及程序产品,该直播间交互方法中,直播观众可以在目标直播间观看正在直播的直播画面,直播画面中的主播穿戴第一装备。直播观众可以通过触发目标直播间的换装控件的方式,使得主播在配合做出穿戴动作之后,自动在正在直播的直播画面中将主播所穿戴的第一装备自动替换为第二装备。这一过程无需直播观众和主播做额外的其他操作,即可实现对正在直播的直播画面中的主播的装备进行自动变装,实现了实时直播场景下的高度自动化变装,确保变装便捷性。

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Abstract

The present disclosure relates to a live broadcast room interaction method and device, electronic equipment, storage medium and program product. The method comprises the following steps: displaying a current live broadcast picture of a target live broadcast room and a costume changing control. The target live broadcast room is any live broadcast room that is currently live broadcasting. A host in the live broadcast picture wears a first equipment. When the costume changing control is triggered, after the host in the live broadcast picture makes a dressing action, the first equipment in the live broadcast picture is changed to a second equipment, so that the host live broadcasts in a visual effect of wearing the second equipment. The second equipment is an equipment corresponding to the costume changing control, and the dressing action is an action made by the host to wear the second equipment. Through the interaction between the live broadcast audience and the host, the present disclosure realizes automatic costume changing of the host in the live broadcast picture that is currently live broadcasting, which can significantly improve the interaction interest and interaction efficiency.
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Description

Technical Field

[0001] This disclosure relates to the field of computer technology, and in particular to a live streaming interactive method, apparatus, electronic device, storage medium, and program product. Background Technology

[0002] With the development of internet technology and the widespread application of live streaming functions, more and more streamers are entering the live streaming field and starting to broadcast. During the live stream, streamers can interact with the audience, thereby enhancing the fun and efficiency of information interaction.

[0003] However, currently, it is difficult to automatically change the equipment worn by the streamer in the live broadcast room through interaction between the streamer and the live broadcast audience, and it is also difficult to guarantee the convenience of the change. Summary of the Invention

[0004] This disclosure provides a live streaming interaction method, apparatus, electronic device, storage medium, and program product to solve at least one of the aforementioned technical problems. The technical solution of this disclosure is as follows: According to a first aspect of the present disclosure, a live streaming room interaction method is provided, comprising: Display the current live stream screen and outfit change controls of the target live stream room, wherein the target live stream room is any live stream room that is currently broadcasting, and the streamer in the live stream screen is wearing the first outfit; When the outfit change control is triggered, after the streamer in the live broadcast screen performs the dressing action, the first equipment in the live broadcast screen is changed to the second equipment, so that the streamer can broadcast under the visual effect of wearing the second equipment. The second piece of equipment is the equipment corresponding to the clothing change control, and the wearing action is an action performed by the anchor to wear the second piece of equipment.

[0005] In one exemplary embodiment, when the clothing change control is triggered, after the streamer in the live broadcast screen performs a dressing action, the first equipment in the live broadcast screen is changed to the second equipment, including: During the target time period after the anchor in the live broadcast makes the wearing action, the live video stream is played using the first FPS, where FPS refers to the number of static frames contained in the live broadcast that is played per second. After the target time period, the live video stream is played using a second FPS; The live video stream being played is the live video stream after the live server synchronously changes the live video stream corresponding to the anchor by triggering an artificial intelligence dress-up model. The first FPS is greater than the second FPS, and the length of the target time period is inversely related to the dressing speed, where the dressing speed refers to the speed at which the artificial intelligence dressing model performs synchronous dressing.

[0006] In one exemplary embodiment, when the clothing change control is triggered, after the streamer in the live broadcast screen performs a dressing action, the first equipment in the live broadcast screen is changed to the second equipment, including: After the host performs the dressing action in the live broadcast, a dressing animation effect of the first duration is displayed; After the costume change animation ends, play the live video stream of the costume change. The live video stream is obtained by triggering an artificial intelligence costume-changing model on the live server to synchronously change the costume of the live video stream corresponding to the anchor. The first duration is longer than the costume change duration, which refers to the duration required for the AI ​​costume change model to perform a synchronized costume change.

[0007] In one exemplary embodiment, the live video stream after the costume change is obtained by the live streaming server capturing the live screen in the live video stream, sending the live screen to the artificial intelligence costume change model, and receiving the updated live screen output by the artificial intelligence costume change model in the live screen by dividing the costume change area and replacing the first equipment in the costume change area with the second equipment. After the updated live screen and the corresponding audio are combined, the video stream is obtained.

[0008] In one exemplary embodiment, when the clothing change control is triggered, after the streamer in the live broadcast screen performs a dressing action, the first equipment in the live broadcast screen is changed to the second equipment, including: After the host in the live broadcast makes the dressing action, the live video stream continues to play until a dressing video clip is received, and then the dressing video clip is inserted. The costume change video slice is obtained by the live streaming server extracting video slices from the live streaming video stream corresponding to the streamer and sending the video slices to the artificial intelligence costume change model for asynchronous costume change; the first equipment in the costume change video slice is changed to the second equipment.

[0009] In one exemplary implementation, the continuous playback of the live video stream until a costume change video clip is received, and the insertion of the costume change video clip, includes: Receive insertion signaling, the insertion signaling indicating the time for inserting the costume change video slice; At the time indicated by the insertion signal, the costume change video clip is inserted by means of stream cutting or video overlay; The video overlay method refers to using a first container and a second container to render the live video stream and the interstitial video slice respectively, and using the costume change video slice rendered by the first container to cover the live video stream rendered by the second container.

[0010] In one exemplary embodiment, the method further includes: When the costume change control is triggered, a costume change request is sent to the live streaming server.

[0011] In one exemplary implementation, sending a costume change request to the live streaming server when the costume change control is triggered includes: When the dress-up control is triggered, the payment control corresponding to the dress-up control is displayed; After the payment control is triggered and the payment is successful, a costume change request is sent to the live streaming server; and a first prompt message is displayed, which is used to indicate that the host is waiting for confirmation of the costume change.

[0012] In one exemplary embodiment, after sending a costume change request to the live streaming server when the costume change control is triggered, the method further includes: A second prompt message is displayed, which indicates that the anchor has confirmed the change of clothes; When the second prompt message is displayed, the anchor in the live stream performs the wearing action.

[0013] In one exemplary embodiment, while the visual effect is ongoing, if the broadcaster makes any action, the second device follows the action or displays the associated effect corresponding to the action.

[0014] In one exemplary embodiment, when the first equipment is replaced with the second equipment, the method further includes: Display image generation controls; When the image generation control is triggered, an image generated for the visual effect of the anchor wearing the second equipment is displayed.

[0015] In one exemplary embodiment, the method further includes: When the costume change control is triggered, the corresponding preview control is displayed; When the preview control is triggered, the visual effects corresponding to the equipment associated with the outfit change control are displayed.

[0016] In one exemplary embodiment, the method further includes: If the duration of the visual effect reaches the second duration, the display of the visual effect is canceled so that the realistic effect of the anchor wearing the first equipment in the live broadcast is restored.

[0017] According to a second aspect of the present disclosure, a live streaming room interaction method is provided, comprising: In the target live stream room, the current live stream screen and outfit change prompt information are displayed. The outfit change prompt information is used to instruct the streamer to confirm the outfit change. The streamer in the live stream screen is wearing the first equipment. The target live stream room is any live stream room that is currently broadcasting. Upon receiving a confirmation instruction to change clothes, the system displays wearing action guidance information, which indicates the wearing actions required for changing clothes. After the streamer performs the wearing action, the first equipment in the live broadcast is replaced with the second equipment, so that the streamer can broadcast the live broadcast while wearing the second equipment. The second piece of equipment is the equipment indicated by the changing prompt information.

[0018] In one exemplary implementation, after the broadcaster performs the donning action, the first equipment in the live broadcast screen is replaced with the second equipment, including: After the host performs the dressing action, the dressing progress information is displayed; After the outfit change is completed, the outfit change progress information is removed from the display, and the first equipment in the live stream is changed to the second equipment.

[0019] In one exemplary embodiment, the method further includes: Even if the streamer refuses to change clothes, the live broadcast will continue under the visual effect of wearing the first equipment.

[0020] According to a third aspect of the present disclosure, a live streaming room interaction device is provided, the device comprising: The first display module is configured to display the current live stream screen and clothing change controls of the target live stream room, wherein the target live stream room is any live stream room that is currently broadcasting, and the streamer in the live stream screen is wearing the first equipment. The first interaction module is configured to, when the clothing change control is triggered, after the anchor in the live broadcast screen performs a dressing action, change the first equipment in the live broadcast screen to the second equipment, so that the anchor can conduct the live broadcast while wearing the second equipment. The second piece of equipment is the equipment corresponding to the clothing change control, and the wearing action is an action performed by the anchor to wear the second piece of equipment.

[0021] In one exemplary implementation, the first interaction module is configured to execute: During the target time period after the anchor in the live broadcast makes the wearing action, the live video stream is played using the first FPS, where FPS refers to the number of static frames contained in the live broadcast that is played per second. After the target time period, the live video stream is played using a second FPS; The live video stream being played is the live video stream after the live server synchronously changes the live video stream corresponding to the anchor by triggering an artificial intelligence dress-up model. The first FPS is greater than the second FPS, and the length of the target time period is inversely related to the dressing speed, where the dressing speed refers to the speed at which the artificial intelligence dressing model performs synchronous dressing.

[0022] In one exemplary implementation, the first interaction module is configured to execute: After the host performs the dressing action in the live broadcast, a dressing animation effect of the first duration is displayed; After the costume change animation ends, play the live video stream of the costume change. The live video stream is obtained by triggering an artificial intelligence costume-changing model on the live server to synchronously change the costume of the live video stream corresponding to the anchor. The first duration is longer than the costume change duration, which refers to the duration required for the AI ​​costume change model to perform a synchronized costume change.

[0023] In one exemplary embodiment, the live video stream after the costume change is obtained by the live streaming server capturing the live screen in the live video stream, sending the live screen to the artificial intelligence costume change model, and receiving the updated live screen output by the artificial intelligence costume change model in the live screen by dividing the costume change area and replacing the first equipment in the costume change area with the second equipment. After the updated live screen and the corresponding audio are combined, the video stream is obtained.

[0024] In one exemplary implementation, the first interaction module is configured to execute: After the host in the live broadcast makes the dressing action, the live video stream continues to play until a dressing video clip is received, and then the dressing video clip is inserted. The costume change video slice is obtained by the live streaming server extracting video slices from the live streaming video stream corresponding to the streamer and sending the video slices to the artificial intelligence costume change model for asynchronous costume change; the first equipment in the costume change video slice is changed to the second equipment.

[0025] In one exemplary implementation, the first interaction module is configured to perform: receiving an insertion signal indicating the time for inserting the costume change video slice; At the time indicated by the insertion signal, the costume change video clip is inserted by means of stream cutting or video overlay; The video overlay method refers to using a first container and a second container to render the live video stream and the interstitial video slice respectively, and using the costume change video slice rendered by the first container to cover the live video stream rendered by the second container.

[0026] In one exemplary implementation, the first interaction module is configured to execute: When the costume change control is triggered, a costume change request is sent to the live streaming server.

[0027] In one exemplary implementation, the first interaction module is configured to execute: When the dress-up control is triggered, the payment control corresponding to the dress-up control is displayed; After the payment control is triggered and the payment is successful, a costume change request is sent to the live streaming server; and a first prompt message is displayed, which is used to indicate that the host is waiting for confirmation of the costume change.

[0028] In one exemplary implementation, the first interaction module is configured to execute: A second prompt message is displayed, which indicates that the anchor has confirmed the change of clothes; When the second prompt message is displayed, the anchor in the live stream performs the wearing action.

[0029] In one exemplary embodiment, while the visual effect is ongoing, if the broadcaster makes any action, the second device follows the action or displays the associated effect corresponding to the action.

[0030] In one exemplary implementation, the first interaction module is configured to execute: Display image generation controls; When the image generation control is triggered, an image generated for the visual effect of the anchor wearing the second equipment is displayed.

[0031] In one exemplary implementation, the first interaction module is configured to execute: When the costume change control is triggered, the corresponding preview control is displayed; When the preview control is triggered, the visual effects corresponding to the equipment associated with the outfit change control are displayed.

[0032] In one exemplary implementation, the first interaction module is configured to execute: If the duration of the visual effect reaches the second duration, the display of the visual effect is canceled so that the realistic effect of the anchor wearing the first equipment in the live broadcast is restored.

[0033] According to a fourth aspect of the present disclosure, a live streaming interactive device is provided, the device comprising: The second display module is configured to be executed in the target live streaming room to display the current live streaming screen and the clothing change prompt information. The clothing change prompt information is used to instruct the streamer to confirm the clothing change. The streamer in the live streaming screen is wearing the first equipment. The target live streaming room is any live streaming room that is currently broadcasting. The second interaction module is configured to display wearing action guidance information upon receiving a confirmation instruction to change clothes. The wearing action guidance information is used to indicate the wearing actions required for changing clothes. After the host performs the wearing actions, the first equipment in the live broadcast screen is changed to the second equipment so that the host can conduct the live broadcast while wearing the second equipment. The second piece of equipment is the equipment indicated by the changing prompt information.

[0034] In one exemplary implementation, the second interaction module is configured to execute: After the host performs the dressing action, the dressing progress information is displayed; After the outfit change is completed, the outfit change progress information is removed from the display, and the first equipment in the live stream is changed to the second equipment.

[0035] In one exemplary implementation, the second interaction module is configured to execute: Even if the streamer refuses to change clothes, the live broadcast will continue under the visual effect of wearing the first equipment.

[0036] According to a fifth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing processor-executable instructions; wherein the processor is configured to execute the instructions to implement the live streaming interaction method as described above.

[0037] According to a sixth aspect of the present disclosure, a computer-readable storage medium is provided, wherein when the instructions in the computer-readable storage medium are executed by a processor of an electronic device, the electronic device is enabled to perform the live streaming interaction method as described above.

[0038] According to a seventh aspect of the present disclosure, a computer program product is provided, the computer program product including a computer program stored in a readable storage medium, wherein at least one processor of a computer device reads from the readable storage medium and executes the computer program, causing the device to perform the above-described live streaming interaction method.

[0039] The technical solutions provided by the embodiments of this disclosure have at least the following beneficial effects: Through the live streaming interaction method, device, electronic device, storage medium, and program products disclosed herein, the live streaming interaction method allows viewers to watch a live stream in a target live streaming room, where the streamer is wearing a first outfit. Viewers can trigger a costume-changing control in the target live streaming room, causing the streamer to automatically replace the first outfit with a second outfit in the live streaming screen after performing a costume-changing action. This process requires no additional operation from either the viewer or the streamer, achieving a high degree of automation in real-time live streaming scenarios and ensuring convenient costume changes.

[0040] Furthermore, by enabling interaction between live viewers and the streamer, the streamer can automatically change their appearance during the live broadcast, which can significantly enhance the fun and efficiency of the interaction.

[0041] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description

[0042] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure, and are not intended to unduly limit this disclosure.

[0043] Figure 1 This is a schematic diagram of an implementation environment according to an exemplary embodiment.

[0044] Figure 2 This is a flowchart illustrating a live streaming room interaction method according to an exemplary embodiment.

[0045] Figure 3 This is a schematic diagram illustrating the live streaming interaction process on the viewer's end according to an exemplary embodiment.

[0046] Figure 4 This is a schematic diagram illustrating a synchronous garment changing process according to an exemplary embodiment.

[0047] Figure 5 This is a schematic diagram illustrating the effect of a catch-up mechanism according to an exemplary embodiment.

[0048] Figure 6 This is a schematic diagram illustrating the execution process of a costume change animation according to an exemplary embodiment.

[0049] Figure 7 This is a flowchart illustrating another live streaming room interaction method according to an exemplary embodiment.

[0050] Figure 8 This is a schematic diagram illustrating the interaction process in a live broadcast room on the broadcaster's end, according to an exemplary embodiment.

[0051] Figure 9 This is a schematic diagram illustrating the interaction process between the broadcaster and the viewer, according to an exemplary embodiment.

[0052] Figure 10 This is a block diagram of a live streaming interactive device according to an exemplary embodiment.

[0053] Figure 11 This is a block diagram of another live streaming interactive device according to an exemplary embodiment.

[0054] Figure 12 This is a block diagram illustrating an electronic device for live streaming interaction according to an exemplary embodiment.

[0055] Figure 13 This is another block diagram illustrating an electronic device for live streaming interaction according to an exemplary embodiment. Detailed Implementation

[0056] To enable those skilled in the art to better understand the technical solutions of this disclosure, the technical solutions in the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings.

[0057] It should be noted that the terms "first," "second," etc., used in the specification, claims, and accompanying drawings of this disclosure are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this disclosure described herein can be implemented in orders other than those illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this disclosure. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this disclosure as detailed in the appended claims.

[0058] It should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for display, data used for analysis, etc.) involved in this disclosure are all information and data authorized by the user or fully authorized by all parties.

[0059] With the development of internet technology and the widespread application of live streaming functions, more and more streamers are joining live streaming applications and starting to broadcast. During the live stream, streamers can interact with the audience, thereby enhancing the fun and efficiency of information interaction.

[0060] Currently, live streaming applications do not support convenient and automated costume changes for streamers. Specifically, if a costume change is needed, the streamer can only upload a static image of themselves to the application, which then processes the image and overlays the effect onto the live stream. However, this method relies on the streamer uploading a static image; it cannot directly change the streamer's appearance in the ongoing live stream, nor can it integrate the costume change effect into the live stream. In other words, it cannot display the streamer continuously broadcasting while the costume change effect is active; the costume change effect is disconnected from the ongoing live stream.

[0061] In summary, it is difficult to automatically change the equipment worn by the streamer in the live broadcast room through interaction between the streamer and the live broadcast audience. It is also difficult to guarantee the convenience of the change and the integration of the change effect with the live broadcast screen.

[0062] In view of this, this disclosure provides a live streaming interaction solution that can automatically transform the streamer's image in the live stream and directly integrate the transformed effect into the output of the live stream, allowing viewers to directly see the streamer's continuous live stream after the transformation, without requiring the streamer to upload static images in advance, greatly improving the convenience of the transformation operation and ensuring the integration of the transformation effect with the live stream image.

[0063] The technical solution provided in this disclosure will be described in detail below: Please see Figure 1 The illustration shows an implementation environment provided by an embodiment of the present disclosure. The implementation environment may include at least one live streaming interactive terminal 110 and a live streaming server 120, which can communicate with each other via a network.

[0064] The live streaming server 120 can provide live streaming services to various live streaming rooms. The target live streaming room is any live streaming room that is currently broadcasting. The broadcaster's terminal (broadcaster end) and the viewer's terminal (viewer end) in the target live streaming room both belong to the live streaming room interaction terminal 110. That is, both the broadcaster and the viewer use the corresponding live streaming room interaction terminal 110 to interact with the live streaming server 120 to achieve the purpose of interaction.

[0065] Specifically, the live streaming interactive terminal 110 held by the live streaming viewer can display the current live streaming screen and clothing change control of the target live streaming room. The streamer in the live streaming screen is wearing a first piece of equipment. When the clothing change control is triggered, after the streamer in the live streaming screen makes a wearing action, the first piece of equipment in the live streaming screen is changed to a second piece of equipment, so that the streamer can conduct the live streaming under the visual effect of wearing the second piece of equipment. The second piece of equipment is the equipment corresponding to the clothing change control, and the wearing action is an action made by the streamer to wear the second piece of equipment.

[0066] The live streaming interactive terminal 110 can communicate with the live streaming server 120 based on a browser / server (B / S) mode or a client / server (C / S) mode. The live streaming interactive terminal 110 may include physical devices such as smartphones, tablets, laptops, digital assistants, smart wearable devices, in-vehicle terminals, and servers, and may also include software running on the physical device, such as applications. The operating system running on the live streaming interactive terminal 110 in this embodiment may include, but is not limited to, Android, iOS, Linux, and Windows.

[0067] The live streaming server 120 and the live streaming interactive terminal 110 can establish and display a communication connection through wired or wireless means. The live streaming server 120 may include a stand-alone server, a distributed server, or a server cluster composed of multiple servers, wherein the server may be a cloud server.

[0068] Please refer to Figure 2 The diagram illustrates a flowchart of a live-streaming interaction method in an exemplary embodiment of this disclosure. The execution subject of this method can be the live-streaming interaction terminal corresponding to the live-streaming viewer. Please refer to [link / reference] for details. Figure 2 The method may include: S210. Display the current live stream screen and outfit change controls of the target live stream room, wherein the target live stream room is any live stream room that is currently broadcasting, and the streamer in the live stream screen is wearing the first outfit.

[0069] In any live streaming room (target live streaming room), what is displayed is the live stream footage of the streamer, which is part of the live video stream of that streamer. The equipment worn by the streamer in the live video stream is the first piece of equipment.

[0070] This disclosure does not limit the equipment worn by the streamer, which may include clothing, accessories, shoes, hats, props, and other interchangeable wearable items.

[0071] The target live stream room can display a dress-up control, which is an interactive component embedded in the target live stream room. Its function is to trigger the function flow of the streamer changing clothes. This disclosure does not limit the specific form of the dress-up control. For example, the dress-up control can be designed as a floating button, a sidebar option, a bottom function bar entry, or a pop-up trigger label, etc., any form that can be interactively triggered. For example, the "Change Streamer Clothes" button in the sidebar of the target live stream room is a dress-up control.

[0072] S220. When the costume change control is triggered, after the anchor in the live broadcast screen performs a dressing action, the first equipment in the live broadcast screen is changed to the second equipment, so that the anchor performs the live broadcast with the visual effect of wearing the second equipment; wherein, the second equipment is the equipment corresponding to the costume change control, and the dressing action is an action performed by the anchor to wear the second equipment.

[0073] When a streamer is broadcasting live, viewers can trigger a dress-up control to request the streamer to change their outfit, creating a novel livestreaming experience. After a successful dress-up, the streamer will appear in the target livestream room wearing the new outfit. The outfit worn by the streamer after the dress-up is called the second outfit, which may include clothing, accessories, shoes, hats, props, and other interchangeable items.

[0074] To ensure the second piece of equipment is correctly worn by the streamer, the streamer may need to perform a specific wearing action. This action helps ensure the smooth transition between outfits. For example, if the second piece of equipment includes a bracelet, the typical wearing action is shaking the wrist. This action accurately tracks the streamer's wrist, ensuring the second piece of equipment is worn precisely at the wrist position without any misalignment.

[0075] For another example, if the second piece of equipment includes a hat, the corresponding wearing action is usually to raise your hand to hold the hat. Through this wearing action, the head area of ​​the streamer can be quickly located, and the hat can be more accurately fitted to the corresponding position on the streamer's head, avoiding problems such as hat shifting, floating, or clipping that affect the viewing effect, and ensuring a natural and smooth visual presentation after changing clothes.

[0076] In this disclosure, viewers can watch a live stream in a target live stream room, where the streamer is wearing a first outfit. Viewers can trigger a dress-up control in the target live stream room, causing the streamer to automatically change their first outfit to a second outfit in the live stream. This process requires no additional action from either the viewer or the streamer, achieving a high degree of automation in real-time live streaming scenarios and ensuring ease of dress-up. Furthermore, the interaction between the viewer and the streamer to automatically change the streamer's outfit significantly enhances the interactive experience and efficiency.

[0077] In one exemplary embodiment, while the visual effect is ongoing, if the broadcaster makes any action, the second device follows the action or displays the associated effect corresponding to the action.

[0078] For example, if the second piece of equipment is a dynamic magic cloak, when the streamer turns their body or raises their hand to wave, the cloak will naturally sway with the streamer's movements. This is a natural linkage effect created by the equipment following the action. If the second piece of equipment is a glow stick with an interactive trigger design, when the streamer waves, the glow stick will simultaneously trigger a brighter flashing effect and a slight vibration animation. This is a unique association effect corresponding to the action. This following and association design ensures that the effect of the equipment after changing outfits always naturally adapts to the streamer's live broadcast actions, preventing any misalignment or disconnect between equipment and actions. It preserves the realism of the visual presentation after changing outfits and further amplifies the fun effects brought by special equipment, providing viewers with a more immersive live broadcast interactive experience. At the same time, it can also encourage more viewers to request changing outfits, increasing the interactive activity in the live broadcast room.

[0079] In one exemplary embodiment, the method further includes: displaying a corresponding preview control when the costume change control is triggered; and displaying the visual effect corresponding to the equipment corresponding to the costume change control when the preview control is triggered.

[0080] When the preview control is triggered, the visual effect of the equipment worn by the streamer or a preset mannequin can be directly displayed in the current live stream. Users can judge whether to change the streamer's outfit based on this preview. The visual effect in the preview state is different from actually changing the streamer's equipment in the live stream. The essential difference is that the preview does not change the live stream itself; while the actual outfit change uses real-time video processing technology to replace the streamer's equipment in the live stream. The difference in display effect is that the preview image has an overlay effect that does not blend with the live video stream, so it is not natural. The outfit change implemented in this disclosure always maintains a natural blending effect that matches the streamer's actions and the target live stream scene.

[0081] In this disclosure, a corresponding preview control can be displayed after the outfit change control is triggered. After the preview control is triggered, the preview visual effect of the corresponding equipment is displayed, allowing the audience to intuitively obtain the effect after the equipment is worn, reducing the audience's choice and judgment cost, making it easier for the audience to make a reasonable decision on whether to change the streamer's outfit, and optimizing the audience's interactive experience.

[0082] In one exemplary embodiment, the method further includes sending a dress-up request to the live streaming server when the dress-up control is triggered.

[0083] In this disclosure, the streamer can only initiate an outfit change upon responding to an outfit change request. For example, the outfit change control is used to replace the streamer's clothes with a princess dress. The default dressing action for this specific item in the live streaming application is "spinning." When a viewer clicks the outfit change control for the corresponding princess dress in the live stream, the viewer's device sends an outfit change request to the live streaming server. The live streaming server then forwards the request to the streamer's device. After seeing the request prompt, the streamer performs the default spinning dressing action. Once the live streaming application recognizes the matching dressing action, it can initiate the outfit change.

[0084] The beneficial effect of this implementation method is that viewers can actively initiate the dress-up interaction, and the streamer cooperates by performing specific actions to complete the dress-up interaction. This not only enhances the viewers' sense of participation and interactive experience in the live broadcast room, but also makes the dress-up process more ritualistic and can better mobilize the atmosphere of the live broadcast room. At the same time, this method relies on the streamer to perform corresponding actions to trigger the dress-up, ensuring that the timing of the dress-up is correctly grasped. There may be a correlation between the dressing action and the equipment being changed. For example, the twirling action corresponding to a princess dress not only conforms to the common scenario of showing off the skirt after wearing a princess dress, but also makes the dress-up action echo the style of the equipment itself, making the dress-up display effect more natural and vivid, and better meeting the viewers' expectations for equipment display, thus improving the dress-up effect. At the same time, it can also avoid accidental triggering of dress-up, ensuring the controllability of the dress-up interaction, leaving the streamer with the choice of whether to cooperate with the interaction, and taking into account both the interactive experience of the viewers and the streamer's autonomy in the live broadcast.

[0085] In one exemplary implementation, sending a costume change request to the live streaming server when the costume change control is triggered includes: When the dress-up control is triggered, the payment control corresponding to the dress-up control is displayed; After the payment control is triggered and the payment is successful, a costume change request is sent to the live streaming server; and a first prompt message is displayed, which is used to indicate that the host is waiting for confirmation of the costume change.

[0086] After a viewer triggers the outfit change control, the system can display the corresponding equipment (secondary equipment) or show a preview. If the viewer decides they wish to have the streamer change their outfit, a payment control can be triggered. This payment control sets a paid outfit change threshold; only after successful payment can the viewer obtain the secondary equipment, thus fulfilling the prerequisite for the streamer to change their outfit.

[0087] Only after payment is successful will a costume change request be sent to the live streaming server, thus initiating the costume change process. After successful payment, an initial notification will be displayed to the viewers, which can be presented as a pop-up or top notification bar, informing them that they need to wait for the streamer's confirmation before starting the costume change.

[0088] For example, a beauty influencer is live streaming. After a viewer enters the live stream room, they click on the "Change Influencer's Outfit" control on the side. At this time, a payment control for the corresponding outfit pops up on the viewer's device. After the viewer completes the payment, the viewer's device sends an outfit change request containing the selected outfit information to the live stream server. At the same time, the first prompt message "Please wait for the influencer to confirm the outfit change" pops up in the viewer's target live stream room. After receiving the request, the live stream server pushes the outfit change request to the influencer's device. Only when the influencer confirms and performs the corresponding dressing action can the outfit change be completed.

[0089] In this implementation, payment is made before the dress-up request is initiated, which increases the viewer's sense of paid participation and ensures the streamer's control over the dress-up process. The dress-up will only start after the streamer confirms. In addition, the first prompt message clearly informs the viewer of the current status of the dress-up process, reducing the viewer's waiting anxiety and confusion, and optimizing the interactive experience.

[0090] In one exemplary embodiment, after sending a costume change request to the live streaming server when the costume change control is triggered, the method further includes: A second prompt message is displayed, which indicates that the anchor has confirmed the change of clothes; When the second prompt message is displayed, the anchor in the live stream performs the wearing action.

[0091] The second notification is a status message displayed by the live streaming server to the viewers after the streamer confirms the outfit change request. It informs viewers that the streamer has agreed to the outfit change and the process has moved to the actual outfit change stage. For example, "The streamer has agreed to the outfit change and will soon showcase the new look" is the second notification. After confirming the outfit change, the streamer can actively perform the corresponding dressing action, triggering the live streaming server to "dress up" the streamer in the live video stream uploaded by the streamer.

[0092] Imagine a streamer is live and a viewer wants to change the streamer's outfit into a new limited-edition outfit. The viewer first clicks the "Unlock Limited-Edition Outfit" button (the outfit change control) on the live stream interface. A payment pop-up window appears on the viewer's end, also a payment control. After the viewer completes the payment, the viewer's end displays the first message: "Request sent, please wait for streamer confirmation." Once the streamer sees the viewer's outfit change request on their end, they click "Confirm." The viewer's live stream interface immediately displays the second message: "Streamer has agreed to the outfit change." The streamer then performs the corresponding dressing action, triggering the live stream server to "dress up" the streamer in the live stream video stream uploaded from the viewer's end.

[0093] Under this implementation method, viewers can clearly grasp the processing progress of the costume change request, avoid waiting in vain, improve the interactive experience of viewers, and also give the streamer the right to choose whether to agree to the costume change. The addition of the dressing action makes the costume change process more ceremonial and visually appealing, ensures the costume change effect, avoids costume misalignment, enhances the fun of interaction, and improves the interactive effect of the live broadcast.

[0094] In one exemplary embodiment, when the first equipment is replaced with the second equipment, the method further includes: displaying an image generation control; and when the image generation control is triggered, displaying an image generated for the visual effect of the anchor wearing the second equipment.

[0095] After the live stream footage showing the streamer wearing the second outfit on their entire body or corresponding parts is stably displayed, the live streaming application will show an image generation control in the target live stream room. For example, this image generation control can be a button or an interactive card. This control can be labeled with phrases such as "Generate Snapshot" or "Save Costume Image" to prompt viewers to interact with the live stream footage after the costume change.

[0096] If a viewer triggers this image generation control, the live streaming app can directly capture the complete look of the streamer wearing the second outfit in the current live stream frame, obtain and display the corresponding image. Furthermore, the live streaming app can utilize its built-in image generation capabilities to adjust the lighting and shadows of the image according to the style of the live stream. Alternatively, it can automatically remove obstructing elements such as bullet comments and gift effects to generate a clear and clean image of the outfit change. Viewers can also pre-select the image size, add their own account watermark, or choose a specific composition, such as generating a vertical image suitable for short video platform covers or a nine-grid cropped image suitable for social media platforms.

[0097] In this implementation, viewers can save the image directly to their local device, create secondary works based on it, or share it on their social media platforms without interfering with the normal live streaming viewing experience. This enriches the interactive features of the live stream while maintaining the simplicity of the live stream interface.

[0098] Please refer to Figure 3 This illustration shows a schematic diagram of the live streaming interaction process on the viewer's end in this disclosure. Figure 3 In the target live stream room in (a), the interactive entry point 310 and the corresponding card 320 of the activity rules page can be displayed. When the card 320 of the activity rules page is clicked, the activity rules can be displayed, which are used to explain in detail how to change clothes in the live stream room and related rules.

[0099] If viewers click on this interactive entry point 310, they can... Figure 3 (b) Displays an interactive panel 330, which shows many virtual item icons. These icons correspond to virtual items that can be used for interaction between the viewer and the streamer. For example, a viewer can click on a virtual item icon to send its corresponding virtual item as a gift to the streamer. The interactive panel 330 can also display a dress-up entry 340. If a viewer clicks on this dress-up entry 340, it will display... Figure 3 (c).

[0100] exist Figure 3 In (c), an equipment panel 350 can be displayed, which includes multiple equipment corresponding to each equipment change control 360. When any equipment change control 360 is clicked, the "AI Equipment Change Preview - View Dynamic Try-on Effect" entry can be displayed in the equipment panel 350. Clicking it will preview the visual effect of the corresponding equipment.

[0101] exist Figure 3(c) can be set with a black overlay with 60% transparency. The preview effect on this black overlay is represented by a wireframe diagram of the transparency. In some cases, the preview effect can dynamically follow the anchor's movements. In some implementations, this preview effect is a "dynamic preview of the clothing skeleton." This visual language clearly conveys the signal that "this clothing will be worn directly by the anchor," elevating the viewer's expectations from "special effects" to "seeing the outfit."

[0102] Figure 3 (c) Payment control 370 is also displayed. After the viewer clicks on payment control 370 and the payment is successful, please refer to [the following steps]. Figure 3 (d) The target live stream room pops up the first prompt message: "Waiting for the streamer's approval. The first time you start AI outfit changing, you need the streamer's approval. If you do not approve within the time limit, the equipment will be stored in your backpack." This clearly informs the viewers that they need to wait for the streamer's confirmation, and that if the streamer does not approve, the equipment can be stored in the viewer's personal account backpack. The viewer can then submit another outfit changing request to the corresponding streamer in other sessions.

[0103] After payment is completed, the live streaming server sends a costume change request to the streamer. Once the streamer confirms the request, a second notification message will be displayed in the target live stream room for viewers, such as "The streamer has confirmed and will soon show the costume change effect." This first and second notification messages are only displayed on the devices of viewers who paid for the costume change; they will not be displayed on the devices of other live stream viewers.

[0104] After the host confirms and performs the dressing action, all viewers in the target live stream can see the live stream effect after the successful dress change. Viewers who paid for the dress change can also see the "Generate Exclusive Commemorative Photo" function entry, which allows them to save and share the dress change results.

[0105] In some cases, the first or second piece of equipment can be clothing or props that interact with the streamer. In other cases, the first or second piece of equipment can be extended to the scene where the streamer interacts with the streamer. For example, any visual area of ​​the live broadcast screen in the target live broadcast room, such as the background, atmosphere, scene, decoration, virtual props, etc., can be used as the first or second piece of equipment for dressing up.

[0106] In some implementations, when the clothing change control is triggered, after the streamer in the live stream performs a dressing action, the first equipment in the live stream is changed to the second equipment, including: During the target time period after the anchor in the live broadcast makes the wearing action, the live video stream is played using the first FPS, where FPS refers to the number of static frames contained in the live broadcast that is played per second. After the target time period, the live video stream is played using a second FPS; The live video stream being played is the live video stream after the live server synchronously changes the live video stream corresponding to the anchor by triggering an artificial intelligence dress-up model. The first FPS is greater than the second FPS, and the length of the target time period is inversely related to the dressing speed, where the dressing speed refers to the speed at which the artificial intelligence dressing model performs synchronous dressing.

[0107] The AI ​​model for changing clothes in this disclosure can be open source or an independently trained deep learning image processing model. It can recognize the outline, position and style of the original equipment (i.e., the first equipment) on the streamer in the live broadcast. Based on the preset second equipment, it can seamlessly replace the original equipment with the new equipment. It can also adjust the lighting and perspective effects in real time to follow the streamer's movements without causing clipping or misalignment.

[0108] During this publicly disclosed live stream, a series of video data packets (live video stream) are collected and continuously transmitted from the broadcaster's end to the live stream server. The live stream server then distributes the live video stream to each viewer's end, and the live screen is the image played back by decoding these data packets in sequence. In scenarios involving costume changes, the live stream server can work in conjunction with an AI model to complete the costume change and then send the changed live video stream to each viewer's end.

[0109] In one exemplary embodiment, the live video stream after the costume change is obtained by the live streaming server capturing the live screen in the live video stream, sending the live screen to the artificial intelligence costume change model, and receiving the updated live screen output by the artificial intelligence costume change model in the live screen by dividing the costume change area and replacing the first equipment in the costume change area with the second equipment. After the updated live screen and the corresponding audio are combined, the video stream is obtained.

[0110] Viewers can achieve a stable and smooth transformation effect by playing the live video stream after the transformation. This invention relies on a live streaming server and an AI model to reduce the time consumption of AI transformation processing. At the same time, it does not require any hardware requirements for the devices of viewers and broadcasters, and can be adapted to more usage scenarios with different configurations.

[0111] Please refer to Figure 4 The illustration shows a schematic diagram of the synchronous costume change process in this disclosure. The implementation of synchronous costume change requires the broadcaster to normally capture original video frames and push them to the live streaming server. The live streaming server, as a cloud computing server, works in conjunction with a GPU cluster to achieve synchronous costume change. An artificial intelligence costume change model (AI model) is deployed on the GPU cluster for real-time AI costume change processing.

[0112] Specifically, the live streaming server sends the live footage captured in the original push stream to the AI ​​model. The AI ​​model can use the combination of image generation network, low-latency generation capability, image stabilization and alignment capability, and region accurate replacement capability to segment out the costume replacement area and apply the second equipment to the costume replacement area to maintain the consistency of light and shadow and movement, thus obtaining the updated live streaming footage.

[0113] The updated live stream image output by the live streaming server based on the AI ​​model is re-merged with the audio in the push stream and then hardware encoded in H.264 / H.265 to obtain the transformed live video stream. The transformed live video stream is then distributed to each viewer's end and transmitted back to the broadcaster's end so that the broadcaster can view the transformation effect in real time.

[0114] The synchronized costume change solution ensures a seamless integration between the live stream and the costume change process, strictly guaranteeing the consistency of the live stream's timing, and eliminating the need for hardware adaptation on both the live stream and viewer ends. The costume change effect is completely synchronized with the live stream content, and the audio-visual alignment logic is simple, ensuring the continuity of the live stream visuals.

[0115] In this disclosure, with the support of the synchronous costume change scheme, assuming that the AI ​​model completes the costume change very quickly, the first target time period is very short. The first FPS is set to 20 frames per second. Since the first FPS is less than the normal playback speed, it is necessary to "catch up" in the second target time period. Therefore, the second FPS is set to 35 frames per second. After "catching up" to make up for the number of frames played less in the first target time period, the second target time period ends, and the live broadcast proceeds normally.

[0116] Please refer to Figure 5 This diagram illustrates the effect of the catch-up mechanism in this embodiment. Overall, this catch-up mechanism can eliminate minor delays caused by inference jitter. Its core logic is to push the video stream at a slightly higher speed than normal for a short period until it "catches up" with the loss caused by the AI ​​model's synchronized video switching. That is, the second FPS is slightly higher than the FPS at normal playback speed, while the first FPS should be slightly lower than the FPS at normal speed.

[0117] exist Figure 5 In the first target time period, the first FPS is slightly lower than 30 FPS, for example, 29 FPS. 30 FPS is the FPS data under normal playback speed.

[0118] On the broadcaster's end: the stream is still pushed precisely at 0.0s, 0.1s, and 0.2s.

[0119] Cloud processing: AI processing takes 0.1 seconds; a frame received in 0.1 seconds takes 0.2 seconds to complete processing.

[0120] In the synchronized costume change scheme, in order to avoid immediately amplifying the delay, the processed frames are not immediately pushed to the audience at 30 FPS. Instead, they are pushed slowly at a slightly lower frame rate (such as 29 FPS), and the audience plays them slowly to keep the audio and video aligned and avoid stuttering.

[0121] During the second target period, the second FPS is slightly higher than 30 FPS, such as 31-33 FPS.

[0122] The second target time period corresponds to Figure 5 The catch-up mechanism in the text is the core element, consisting of four steps: a. AI inference (processing keyframes only): Process keyframes quickly first to reduce computational burden.

[0123] b. Optical Flow / Depth Frame Interpolation: Quickly generate intermediate frames and fill in the processed frames at intervals of 0.2s, 0.233s, and 0.266s (corresponding to time intervals of approximately 30 FPS) to ensure smooth playback.

[0124] c.PTS Repackaging: Re-marks the playback timestamps of frames, letting the player know "this part should be fast-forwarded".

[0125] d. Accelerated push stream (1.1x speed): Push the backlogged frames to the player at 1.1x speed (equivalent to about 33 FPS), and the viewer can fast-forward them.

[0126] The effect on the viewer's end: The processed frame, which originally took 0.2 seconds to be received, is quickly "caught up" by the player in about 0.3 seconds, synchronizing with the live stream on the broadcaster's end. Because the acceleration only lasts for a very short time (a few hundred milliseconds), the human eye can hardly perceive the fast-forward; the picture still feels smooth, and the audio and video are perfectly synchronized.

[0127] In summary, under this implementation method, the difference between the first FPS, the second FPS, and the normal playback speed is not significant and is almost imperceptible to viewers, so it does not significantly affect the live streaming experience. This segmented adjustment of the playback frame rate avoids the latency caused by AI clothing change processing and prevents viewers from experiencing screen stuttering or jumps, ensuring a smooth and natural clothing change effect. While ensuring real-time synchronized clothing changes, it also enhances the interactive viewing experience in the live streaming room.

[0128] In one exemplary embodiment, when the clothing change control is triggered, after the streamer in the live broadcast screen performs a dressing action, the first equipment in the live broadcast screen is changed to the second equipment, including: After the host performs the dressing action in the live broadcast, a dressing animation effect of the first duration is displayed; After the costume change animation ends, play the live video stream of the costume change. The live video stream is obtained by triggering an artificial intelligence costume-changing model on the live server to synchronously change the costume of the live video stream corresponding to the anchor. The first duration is longer than the costume change duration, which refers to the duration required for the AI ​​costume change model to perform a synchronized costume change.

[0129] This implementation still applies to the synchronized outfit change scheme. The outfit change animation effect is not limited and can be related to the equipment being replaced (the second piece of equipment). For example, when the second piece of equipment is a weapon, the outfit change animation can be designed as the action of drawing and sheathing the sword; when the second piece of equipment is armor, the outfit change animation can be designed as the action of adjusting the equipment. The animation content matches the actual equipment type, further enhancing the realism and plausibility of the visual presentation. The outfit change animation can also be related to the outfit change duration. For example, the playback rhythm of the animation can be adjusted according to the actual processing time estimated by the AI ​​model, so that the total duration of the animation exactly covers the complete cycle of the outfit change process, without needing to reserve extra blank waiting time or ending the animation prematurely to leave a gap in the screen.

[0130] Please refer to Figure 6 The illustration shows a schematic diagram of the execution process of the costume change animation in this disclosure. The reason for designing the costume change animation in this disclosure is that AI-synchronized costume change has an unavoidable technical pain point, namely, the time delay that occurs. For example, Figure 6 In this context, T_d = 1.0s, which is 1 second.

[0131] The live streamer's video is first sent to the cloud for synchronized outfit changes, and then the processed video is sent back to the audience. This process introduces a delay. If the video is switched directly, the audience will experience stuttering, gaps, and audio-visual asynchrony, resulting in a poor experience. By designing outfit change animations, the delay is not addressed, but rather "hidden" in the animations. This solves the problem of delay and makes the experience more glamorous for the audience.

[0132] Figure 6 The anchor appears normally in the target live stream room, wearing "old clothes," and the footage is captured in real time and pushed to the viewers' devices. When the viewers trigger "AI outfit change," the anchor can initiate the outfit change through the dressing action. Under the synchronous outfit change scheme, there will be a delay caused by the AI ​​model performing the synchronous outfit change, which takes T_d=1.0s (that is, the processing delay marked in the figure), and the live video stream after the outfit change is generated.

[0133] Viewers can see a full-screen gift animation effect, matching the aforementioned delay duration (e.g., 2 seconds as mentioned in the text, covering the 1 second processing time while still allowing for buffering). While the dress-up animation is playing, viewers won't see the streamer's live feed at all, and therefore won't experience any delays or stuttering. Once the dress-up live stream has stabilized, the dress-up animation ends, seamlessly switching back to the live stream after the dress-up animation.

[0134] The dress-up animation itself aligns perfectly with the dress-up function. Using it to mask the lag is seamless and actually enhances the sense of surprise and ritual associated with the dress-up, turning a potential technical flaw into a product highlight. Viewers are completely absorbed by the animation, perceiving no noticeable delay in the AI-synchronized dress-up or any noticeable transitions, resulting in a smooth and seamless experience. All processing is done in the cloud; the streamer only needs to push the stream normally, requiring no additional equipment or computing power, making it very user-friendly for streamers.

[0135] In summary, the live streaming server triggers the AI ​​costume-changing model to change costumes synchronously, and uses costume-changing animations of appropriate duration to connect the costume-changing process. This ensures that the real-time live streaming rhythm is not disrupted, and the playback speed on the viewer's end does not need to be changed. Under the premise of natural and stable playback, the smooth and natural transition effect hides the processing waiting process of AI costume-changing. This not only solves the problem of time delay in AI costume-changing processing, but also brings viewers an immersive viewing experience that conforms to real logic, further enhancing the naturalness and smoothness of virtual interaction in the live streaming room.

[0136] In one exemplary embodiment, when the clothing change control is triggered, after the streamer in the live broadcast screen performs a dressing action, the first equipment in the live broadcast screen is changed to the second equipment, including: After the host in the live broadcast makes the dressing action, the live video stream continues to play until a dressing video clip is received, and then the dressing video clip is inserted. The costume change video slice is obtained by the live streaming server extracting video slices from the live streaming video stream corresponding to the streamer and sending the video slices to the artificial intelligence costume change model for asynchronous costume change; the first equipment in the costume change video slice is changed to the second equipment.

[0137] In an exemplary embodiment, the step of continuously playing the live video stream until a costume change video slice is received and then inserting the costume change video slice includes: receiving an insertion signal, the insertion signal indicating the time for inserting the costume change video slice; inserting the costume change video slice at the time indicated by the insertion signal by means of stream cutting or video overlay; wherein, the video overlay means using a first container and a second container to render the live video stream and the inserted video slice respectively, and using the costume change video slice rendered by the first container to cover the live video stream rendered by the second container.

[0138] Stream switching refers to directly switching the player's streaming address from the original mainstream live stream address to the streaming address of the costume change video segment at the time indicated by the insertion signal. The player stops fetching the live video stream and instead fetches and plays the complete costume change video segment. After the costume change video segment finishes playing, the streaming address is switched back to the original live stream address to continue playing the subsequent live content. This method does not maintain the rendering process of two video streams simultaneously; the player only processes one video stream throughout, resulting in lower computational power and bandwidth usage on the device and less performance consumption.

[0139] The dual-container video overlay insertion method pre-creates two overlapping rendering containers in the player. These two containers simultaneously render the original live video stream and the costume change video slice to be inserted, respectively. Before the insertion time, the second container rendering the live video stream is displayed on top, while the first container containing the costume change video slice is on the bottom. Users only see the normally playing live content. When the insertion time specified by the insertion signal arrives, simply adjust the layers of the two containers, moving the first container carrying the costume change video slice to the top layer to directly complete the insertion switch. At this point, the costume change video slice rendered by the first container completely covers the live video stream being rendered by the second container below, and the content seen by the user switches from live content to costume change content. After the costume change video slice finishes playing, adjust the container layers again, moving the second container back to the top layer to restore the display of the live content. Throughout the entire process, the original live video stream continues to be pulled and rendered without interruption.

[0140] For the dual-container video overlay method, firstly, there is no screen flickering that may occur when switching streams, providing users with a smoother viewing experience; secondly, the original live stream always maintains normal playback status, and after the interruption ends and the live stream resumes, it can directly connect to the current real-time live content without missing any content in the live stream, and there is no need to do any additional live stream alignment processing, making the logic simpler, while also ensuring that the real-time performance of the live content is not affected by the interruption.

[0141] In a specific example, insertion is performed in the following manner: Phase 1: The streamer pushes the stream normally, combined with video stream distribution; The streamer's camera captures real-time live footage, which is then encoded locally and continuously pushed to the live streaming server. Once the live video stream enters the server, it is distributed to various viewer devices, where all viewers are watching the original, unedited live stream in real time.

[0142] The characteristics of this stage are: unaffected by the AI-powered costume change service, maintaining the original low latency, normal playback, and interactivity of the live stream.

[0143] Phase 2: Bypass monitoring and real-time capture of video slices; Deploying bypass monitoring capabilities, independent of the main distribution stream, allows for monitoring without consuming mainstream bandwidth or interfering with normal live streaming. It can capture a segment of the live stream, obtain a video slice, and send this slice to the AI ​​model for asynchronous image processing. The key to Phase 2 lies in the bypass "slicing," ensuring the mainstream stream continues to play normally without interruption.

[0144] Phase 3: AI Model Makeover The AI ​​model employs asynchronous inference, not requiring real-time, second-level returns. It can identify the first piece of equipment worn by the streamer in a video clip, perform image cutout, equipment replacement, lighting blending, and edge smoothing, and then replace it with the second piece of equipment. After processing, it outputs a video clip showing the changed outfit.

[0145] Phase 2 has the advantage of asynchronous characteristics: it allows for processing latency, does not require exclusive GPU computing power, can be processed in a queue, and does not require real-time response.

[0146] Phase 4: Broadcast After the AI ​​model outputs the costume change video clips, it can notify the live streaming server that the costume change video clips are ready.

[0147] The live streaming server sends the video clip of the costume change and the corresponding insertion signal to each live streaming interactive terminal.

[0148] Phase 5: Inserting costume change video clips into the viewer's device The viewer continuously pulls the original main live stream and inserts it after receiving the costume change video clip and the insertion signal. After the insertion ends, the original main live stream continues to play.

[0149] This implementation method embodies an asynchronous costume-changing scheme. The advantage of this scheme is that it does not increase the streaming pressure on the broadcaster's end, does not affect the real-time playback experience of the original live broadcast, and all costume-changing processes are completed asynchronously on the server side. It can balance the processing cost through computing power scheduling, allows queuing processing, has low requirements for GPU computing power, and will not interrupt normal live broadcast viewing due to costume-changing processing.

[0150] In one exemplary embodiment, the method further includes: if the duration of the visual effect reaches a second duration, canceling the display of the visual effect so that the realistic effect of the anchor wearing the first equipment in the live broadcast is restored.

[0151] For example, if a live streaming app sets the maximum duration of the visual effect for a single outfit change to 3 minutes, the viewer's device will automatically revert to the original live stream feed after the 3-minute countdown ends. This design satisfies viewers' need for a temporary experience of the outfit change visual effect while preventing them from spending too much time on the changed visual and missing the streamer's original content and interactive rhythm. Furthermore, it eliminates the need for viewers to manually switch back to the original view, lowering the barrier to entry and optimizing the viewing experience.

[0152] In one exemplary implementation, please refer to Figure 7 The diagram illustrates another live-streaming interaction method disclosed herein, the execution entity of which can be the broadcaster. The method includes: S710. In the target live streaming room, display the current live streaming screen and the outfit change prompt information, the outfit change prompt information is used to instruct the streamer to confirm the outfit change, the streamer in the live streaming screen is wearing the first equipment, and the target live streaming room is any live streaming room that is currently broadcasting.

[0153] For example, if a viewer sends a request to the server to change outfits, the live streaming server forwards the request to the client corresponding to the streamer. This request asks the streamer to initiate the outfit change by performing a dressing action. Upon receiving the request, the streamer's client displays an outfit change prompt, which may include information about the conditions required to trigger the change, such as the payment amount, the dressing action required from the streamer, and the second piece of equipment to be changed into, allowing the streamer to determine whether to agree to initiate the outfit change.

[0154] If the streamer agrees to the outfit change, the fee paid by the viewer can be partially transferred to the streamer; if the streamer does not agree to the outfit change, the fee can be refunded to the viewer or the viewer can retain the outfit change capability so that they can request another streamer to change outfits in the future without having to pay again.

[0155] S720. Upon receiving a confirmation instruction to change clothes, display wearing action guidance information, which is used to indicate the wearing actions required for changing clothes.

[0156] For example, if the current outfit change requires the streamer to change their casual clothes into a specific Lolita dress, the dressing prompt will display "Please stand up, and the current clothes will be automatically changed to the Lolita dress shown on the right." Once the streamer completes the corresponding dressing action according to the prompt, the outfit change will begin.

[0157] S730. After the anchor performs the wearing action, the first equipment in the live broadcast screen is replaced with the second equipment, so that the anchor can conduct the live broadcast under the visual effect of wearing the second equipment; wherein, the second equipment is the equipment indicated by the equipment change prompt information.

[0158] This disclosure allows for simultaneous or asynchronous costume changes, enabling the live streamer to switch from the first piece of equipment to the second piece, and to conduct the live stream while wearing the second piece of equipment. The costume change effect is the same on both the streamer's and the viewer's end, which will not be elaborated upon further. This disclosure can promote interaction between the streamer and the viewer, allowing both to see the costume change effect and the live stream process under that effect, thereby improving the efficiency and enjoyment of the interaction.

[0159] In one exemplary implementation, the step of changing the first equipment in the live broadcast screen to the second equipment after the streamer performs the wearing action includes: displaying equipment change progress information after the streamer performs the wearing action; canceling the display of the equipment change progress information after the equipment change is completed, and changing the first equipment in the live broadcast screen to the second equipment.

[0160] Displaying the outfit change progress information allows both the streamer and viewers to intuitively perceive the current progress of the outfit change process. This avoids situations where the streamer and viewers mistakenly believe there is a lag or that the operation is not working due to the processing time required for outfit change. It improves the perceived smoothness of the outfit change process for both parties, avoids unnecessary repeated operations, and also reduces the anxiety of viewers due to waiting, thus maintaining the normal rhythm of the live stream.

[0161] For viewers, they can also simultaneously obtain the dressing progress information from the streamer. Viewers can know the dressing milestones at the same time as the streamer. After the dressing is completed, both can see the final effect of the second equipment at the same time, so that the interactive experience on the viewer's end is consistent with that on the streamer's end. There will be no situation where the streamer has completed the dressing but the viewer's end has no screen update for a long time. This ensures the synchronicity of the interaction and further enhances the interactive experience of dressing in the live broadcast room.

[0162] In one exemplary embodiment, the method further includes: continuing the live stream while wearing the first equipment, even if the streamer refuses to change clothes.

[0163] When the streamer refuses to change outfits, the original live stream footage should not be altered. This preserves the familiar viewing experience for the audience, respects the streamer's right to choose, maintains the original style and rhythm of the live stream, avoids unnecessary scene switching that disrupts the continuity of the live stream content, ensures the experience for both the streamer and the audience, and also reduces the consumption of ineffective computing resources.

[0164] Please refer to Figure 8 This illustration shows a schematic diagram of the interaction process in the live broadcast room on the broadcaster's end in this disclosure. Figure 8 (a) The broadcaster's interface displays a prompt message for changing outfits. This prompt message can display information such as the viewer who gifted the second outfit, the amount paid for changing outfits, and can also include "agree" and "decline" operation buttons. In addition, a countdown timer button can also be included.

[0165] If the streamer agrees to the costume change, they can also be shown instructions on how to wear the costume, such as "make an OK sign with your hand" and "say 'transform' loudly".

[0166] exist Figure 8 In (b), the anchor initiates the outfit change by performing a corresponding dressing action to guide the information. Figure 8 In (c), detailed guidance information can be displayed when the streamer performs the dressing action, such as "We suggest you appear in full-body mode...", thus meticulously guiding the streamer to adjust to the standard dressing action and be in a suitable posture. After the dressing process starts, the dressing progress information can be displayed, such as "AI loading". After the dressing is completed, the live broadcast screen on the streamer's end can display the dressing effect.

[0167] Please refer to Figure 9 The diagram illustrates the interaction process between the broadcaster and viewers in this disclosure. Viewers pay for the second outfit change, and upon successful payment, the viewer displays the first prompt message – "Waiting for broadcaster confirmation." The broadcaster then displays an outfit change prompt to request the change. After the broadcaster confirms the change and performs the donning action, the outfit change begins. Both the viewer and broadcaster simultaneously display the outfit change effect, with "AI loading" displayed throughout to ensure visual synchronization. Upon successful outfit change, the viewer displays a "AI Outfit Successful" page and a commemorative photo generation entry, while the broadcaster displays the complete outfit change effect. Simultaneously, all viewers in the live stream simultaneously view the outfit change. During the outfit change process, dynamic decorative effects (such as petals and lighting effects) can be overlaid in the live stream to enhance the visual experience. These dynamic effects progress in sync with the outfit change progress, gradually fading away after completion.

[0168] Figure 10 This is a block diagram illustrating a live streaming interactive device according to an exemplary embodiment. (Refer to...) Figure 10 The device includes: The first display module 1010 is configured to display the current live screen and clothing change controls of the target live room, wherein the target live room is any live room that is currently broadcasting, and the anchor in the live screen is wearing the first equipment. The first interaction module 1020 is configured to, when the clothing change control is triggered, after the anchor in the live broadcast screen makes a dressing action, change the first equipment in the live broadcast screen into the second equipment, so that the anchor can conduct the live broadcast while wearing the second equipment. The second piece of equipment is the equipment corresponding to the clothing change control, and the wearing action is an action performed by the anchor to wear the second piece of equipment.

[0169] In one exemplary implementation, the first interaction module 1020 is configured to execute: After the anchor in the live broadcast makes a dressing action, the live broadcast server triggers the artificial intelligence dressing model to synchronously dress up the live video stream corresponding to the anchor, and obtain the dressed-up live video stream. During the first target time period, the live video stream is played using a first FPS, where FPS refers to the number of static frames contained in the live video stream played per second. During the second target time period following the first target time period, the live video stream is played using the second FPS. After the second target time period, the live video stream is played at normal speed; Wherein, the first FPS is less than the second FPS, and the length of the first target time period is inversely related to the dressing speed, wherein the dressing speed refers to the speed at which the artificial intelligence dressing model performs synchronous dressing.

[0170] In one exemplary implementation, the first interaction module 1020 is configured to execute: After the anchor in the live broadcast makes a dressing action, the live broadcast server triggers the artificial intelligence dressing model to synchronously dress up the live video stream corresponding to the anchor, and obtain the dressed-up live video stream. Display the first duration of the dress-up animation effect, where the first duration is longer than the dress-up duration, which refers to the duration required for the AI ​​dress-up model to perform a synchronized dress-up. After the costume change animation ends, a live video stream of the costume change will be played.

[0171] In one exemplary implementation, the first interaction module 1020 is configured to execute: The live streaming server collects the live video stream and sends the live stream to the AI ​​dress-up model, so that the AI ​​dress-up model divides the live stream into dress-up areas. After replacing the first piece of equipment in the dress-up area with the second piece of equipment, the live stream is updated. The live streaming server performs a compositing process on the updated live stream video and the corresponding audio of the live stream video to obtain the re-updated live stream video.

[0172] In one exemplary implementation, the first interaction module 1020 is configured to execute: After the host in the live broadcast makes the dressing action, the live broadcast server extracts a video slice from the live video stream corresponding to the host and sends the video slice to the artificial intelligence dressing model for asynchronous dressing to obtain the dressing video slice. The live video stream continues to play until the costume change video slice is received, and then the costume change video slice is inserted. In the aforementioned video clip, the first piece of equipment is replaced with the second piece of equipment.

[0173] In one exemplary implementation, the first interaction module 1020 is configured to execute: When the costume change control is triggered, a costume change request is sent to the live streaming server.

[0174] In one exemplary implementation, the first interaction module 1020 is configured to execute: When the dress-up control is triggered, the payment control corresponding to the dress-up control is displayed; After the payment control is triggered and the payment is successful, a costume change request is sent to the live streaming server; and a first prompt message is displayed, which is used to indicate that the host is waiting for confirmation of the costume change.

[0175] In one exemplary implementation, the first interaction module 1020 is configured to execute: A second prompt message is displayed, which indicates that the anchor has confirmed the change of clothes; When the second prompt message is displayed, the anchor in the live stream performs the wearing action.

[0176] In one exemplary embodiment, while the visual effect is ongoing, if the broadcaster makes any action, the second device follows the action or displays the associated effect corresponding to the action.

[0177] In one exemplary implementation, the first interaction module 1020 is configured to execute: Display image generation controls; When the image generation control is triggered, an image generated for the visual effect of the anchor wearing the second equipment is displayed.

[0178] In one exemplary implementation, the first interaction module 1020 is configured to execute: When the costume change control is triggered, the corresponding preview control is displayed; When the preview control is triggered, the visual effects corresponding to the equipment associated with the outfit change control are displayed.

[0179] In one exemplary implementation, the first interaction module 1020 is configured to execute: If the duration of the visual effect reaches the second duration, the display of the visual effect is canceled so that the realistic effect of the anchor wearing the first equipment in the live broadcast is restored.

[0180] Regarding the apparatus in the above embodiments, the specific manner in which each module performs its operation has been described in detail in the embodiments related to the method, and will not be elaborated upon here.

[0181] Figure 11 This is a block diagram of another live streaming interactive device according to an exemplary embodiment. (Refer to...) Figure 11 The device includes: The second display module 1110 is configured to execute in the target live room, displaying the current live screen and clothing change prompt information. The clothing change prompt information is used to instruct the streamer to confirm the clothing change. The streamer in the live screen is wearing the first equipment. The target live room is any live room that is currently broadcasting. The second interaction module 1120 is configured to display wearing action guidance information upon receiving a confirmation instruction to change clothes. The wearing action guidance information is used to indicate the wearing actions required for changing clothes. After the anchor performs the wearing actions, the first equipment in the live broadcast screen is changed to the second equipment so that the anchor can conduct the live broadcast while wearing the second equipment. The second piece of equipment is the equipment indicated by the changing prompt information.

[0182] In one exemplary embodiment, the second interaction module 1120 is configured to execute: After the host performs the dressing action, the dressing progress information is displayed; After the outfit change is completed, the outfit change progress information is removed from the display, and the first equipment in the live stream is changed to the second equipment.

[0183] In one exemplary embodiment, the second interaction module 1120 is configured to execute: Even if the streamer refuses to change clothes, the live broadcast will continue under the visual effect of wearing the first equipment.

[0184] Regarding the apparatus in the above embodiments, the specific manner in which each module performs its operation has been described in detail in the embodiments related to the method, and will not be elaborated upon here.

[0185] In an exemplary embodiment, a computer-readable storage medium including instructions is also provided. Optionally, the computer-readable storage medium may be a ROM, random access memory (RAM), CD-ROM, magnetic tape, floppy disk, and optical data storage device, etc. When the instructions in the computer-readable storage medium are executed by a processor of an electronic device, the electronic device is able to perform any of the methods described above.

[0186] In an exemplary embodiment, a computer program product is also provided, the computer program product including a computer program stored in a readable storage medium, wherein at least one processor of a computer device reads from the readable storage medium and executes the computer program, causing the device to perform any of the methods described above.

[0187] Figure 12 This is a block diagram illustrating an electronic device for live streaming interaction according to an exemplary embodiment. The electronic device may be a terminal, and its internal structure diagram may be as follows: Figure 12 As shown, the device may include an RF (Radio Frequency) circuit 1210, a memory 1220 including one or more computer-readable storage media, an input unit 1230, a display unit 1240, a sensor 1250, an audio circuit 1260, a WiFi (Wireless Fidelity) module 1270, a processor 1280 including one or more processing cores, and a power supply 1290, among other components. Those skilled in the art will understand that... Figure 12 The terminal structure shown does not constitute a limitation on the terminal and may include more or fewer components than shown, or combine certain components, or have different component arrangements. Wherein: RF circuit 1210 can be used for receiving and transmitting signals during information transmission or calls. Specifically, it receives downlink information from the base station and hands it over to one or more processors 1280 for processing; additionally, it transmits uplink data to the base station. Typically, RF circuit 1210 includes, but is not limited to, an antenna, at least one amplifier, a tuner, one or more oscillators, a Subscriber Identity Module (SIM) card, a transceiver, a coupler, an LNA (Low Noise Amplifier), a duplexer, etc. Furthermore, RF circuit 1210 can also communicate wirelessly with networks and other terminals. Wireless communication can use any communication standard or protocol, including but not limited to GSM (Global System for Mobile communication), GPRS (General Packet Radio Service), CDMA (Code Division Multiple Access), WCDMA (Wideband Code Division Multiple Access), LTE (Long Term Evolution), email, SMS (Short Messaging Service), etc.

[0188] The memory 1220 can be used to store software programs and modules. The processor 1280 executes various functional applications and data processing by running the software programs and modules stored in the memory 1220. The memory 1220 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, application programs required for the functions, etc.; the data storage area may store data created according to the use of the terminal, etc. In addition, the memory 1220 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device. Accordingly, the memory 1220 may also include a memory controller to provide access to the memory 1220 by the processor 1280 and the input unit 1230.

[0189] The input unit 1230 can be used to receive input numerical or character information, and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control. Specifically, the input unit 1230 may include a touch-sensitive surface 1231 and other input devices 1232. The touch-sensitive surface 1231, also known as a touch display screen or touchpad, can collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch-sensitive surface 1231), and drive the corresponding connection device according to a pre-set program. Optionally, the touch-sensitive surface 1231 may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch position and the signal generated by the touch operation, and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, sends it to the processor 1280, and can receive and execute commands from the processor 1280. In addition, the touch-sensitive surface 1231 can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave. Besides the touch-sensitive surface 1231, the input unit 1230 may also include other input devices 1232. Specifically, other input devices 1232 may include, but are not limited to, one or more of the following: a physical keyboard, function keys (such as volume control buttons, power buttons, etc.), a trackball, a mouse, and a joystick. The display unit 1240 can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the terminal. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. The display unit 1240 may include a display panel 1241, which may optionally be configured as an LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), or similar display panel 1241. Further, a touch-sensitive surface 1231 may cover the display panel 1241. When the touch-sensitive surface 1231 detects a touch operation on or near it, it transmits the information to the processor 1280 to determine the type of touch event. Subsequently, the processor 1280 provides corresponding visual output on the display panel 1241 according to the type of touch event. The touch-sensitive surface 1231 and the display panel 1241 can be two independent components to implement input and output functions. However, in some embodiments, the touch-sensitive surface 1231 and the display panel 1241 can be integrated to achieve both input and output functions.

[0190] The terminal may also include at least one sensor 1250, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor may include an ambient light sensor and a proximity sensor. The ambient light sensor can adjust the brightness of the display panel 1241 according to the ambient light level, and the proximity sensor can turn off the display panel 1241 and / or the backlight when the terminal is moved to the ear. As a type of motion sensor, a gravity acceleration sensor can detect the magnitude of acceleration in various directions (generally three axes). When stationary, it can detect the magnitude and direction of gravity and can be used for applications that identify the terminal's posture (such as landscape / portrait switching, related games, magnetometer posture calibration), vibration recognition-related functions (such as pedometer, tapping), etc. Other sensors that may be configured on the terminal, such as gyroscopes, barometers, hygrometers, thermometers, and infrared sensors, will not be described in detail here.

[0191] Audio circuitry 1260, speaker 1261, and microphone 1262 provide an audio interface between the user and the terminal. Audio circuitry 1260 converts received audio data into electrical signals, which are then transmitted to speaker 1261, where they are converted into sound signals for output. Conversely, microphone 1262 converts collected sound signals into electrical signals, which are received by audio circuitry 1260, converted back into audio data, and then processed by processor 1280 before being transmitted via RF circuitry 1210 to, for example, another terminal, or output to memory 1220 for further processing. Audio circuitry 1260 may also include an earphone jack to facilitate communication between a peripheral headset and the terminal.

[0192] WiFi is a short-range wireless transmission technology. This terminal, through the WiFi module 1270, can help users send and receive emails, browse web pages, and access streaming media, providing users with wireless broadband internet access. Although Figure 12 WiFi module 1270 is shown, but it is understood that it is not an essential component of the terminal and can be omitted as needed without changing the nature of the invention.

[0193] The processor 1280 is the control center of the terminal, connecting various parts of the terminal through various interfaces and lines. It executes software programs and / or modules stored in the memory 1220, and calls data stored in the memory 1220 to perform various functions and process data, thereby enabling overall monitoring of the terminal. Optionally, the processor 1280 may include one or more processing cores; preferably, the processor 1280 may integrate an application processor and a modem processor, wherein the application processor mainly handles the operating system, user interaction area, and applications, while the modem processor mainly handles wireless communication. It is understood that the modem processor may not be integrated into the processor 1280.

[0194] The terminal also includes a power supply 1290 (such as a battery) to power various components. Preferably, the power supply can be logically connected to the processor 1280 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. The power supply 1290 may also include one or more DC or AC power supplies, a recharging system, a power fault detection circuit, a power converter or inverter, a power status indicator, and other arbitrary components.

[0195] Although not shown, the terminal may also include a camera, Bluetooth module, etc., which will not be described in detail here. Specifically, in this embodiment, the display unit of the terminal is a touch screen display, and the terminal also includes a memory and one or more programs, wherein one or more programs are stored in the memory and configured to be executed by one or more processors of the instructions in the method embodiment of the present invention.

[0196] Please refer to Figure 13 This illustration shows another block diagram of an electronic device for live-stream interaction provided in another exemplary embodiment of this disclosure. The computer device may be a server for executing the aforementioned live-stream interaction method. Specifically: Computer device 1300 includes a central processing unit (CPU) 1301, a system memory 1304 including random access memory (RAM) 1302 and read-only memory (ROM) 1303, and a system bus 1305 connecting the system memory 1304 and the CPU 1301. Computer device 1300 also includes a basic input / output system (I / O system) 1306 that facilitates information transfer between various devices within the computer, and a mass storage device 1307 for storing the operating system 1313, application programs 1314, and other program modules 1311.

[0197] The basic input / output system 1306 includes a display 1308 for displaying information and an input device 1309 for user input, such as a mouse or keyboard. Both the display 1308 and the input device 1309 are connected to the central processing unit 1301 via an input / output controller 1130 connected to the system bus 1305. The basic input / output system 1306 may also include the input / output controller 1130 for receiving and processing input from multiple other devices such as a keyboard, mouse, or electronic stylus. Similarly, the input / output controller 1130 also provides output to a display screen, printer, or other types of output devices.

[0198] Mass storage device 1307 is connected to central processing unit 1301 via a mass storage controller (not shown) connected to system bus 1305. Mass storage device 1307 and its associated computer-readable media provide non-volatile storage for computer device 1300. That is, mass storage device 1307 may include computer-readable media (not shown) such as hard disk or CD-ROM (Compact Disc Read-Only Memory) drive.

[0199] Without loss of generality, computer-readable media can include computer storage media and communication media. Computer storage media includes volatile and non-volatile, removable and non-removable media implemented using any method or technology for storing information such as computer-readable instructions, data structures, program modules, or other data. Computer storage media includes RAM, ROM, EPROM (Erasable Programmable Read Only Memory), EEPROM (Electrically Erasable Programmable Read Only Memory), flash memory or other solid-state storage technologies, CD-ROM, DVD (Digital Video Disc) or other optical storage, magnetic tape cassettes, magnetic tape, disk storage, or other magnetic storage devices. Of course, those skilled in the art will recognize that computer storage media are not limited to the above-mentioned types. The system memory 1304 and mass storage device 1307 described above can be collectively referred to as memory.

[0200] According to various embodiments of this disclosure, the computer device 1300 can also be connected to a remote computer on a network, such as the Internet. That is, the computer device 1300 can be connected to the network 1312 via a network interface unit 1311 connected to the system bus 1305, or the network interface unit 1311 can be used to connect to other types of networks or remote computer systems (not shown).

[0201] The aforementioned memory also includes a computer program stored in the memory and configured to be executed by one or more processors to implement the aforementioned live streaming interaction method.

[0202] In an exemplary embodiment, a computer-readable storage medium is also provided, which stores at least one instruction, at least one program, code set, or instruction set, wherein the at least one instruction, at least one program, code set, or instruction set is executed by a processor to implement the live streaming interaction method.

[0203] Optionally, the computer-readable storage medium may include: ROM (Read Only Memory), RAM (Random Access Memory), SSD (Solid State Drives), or optical disc, etc. The random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).

[0204] In an exemplary embodiment, a computer-readable storage medium including program code is also provided, such as a memory including program code, which can be executed by a processor to complete the above-described live streaming interaction method. Optionally, the computer-readable storage medium may be read-only memory (ROM), random access memory (RAM), compact-disc read-only memory (CD-ROM), magnetic tape, floppy disk, and optical data storage device, etc.

[0205] In an exemplary embodiment, a computer program product is also provided, including a computer program that, when executed by a processor, implements the above-described live streaming interaction method.

[0206] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and examples are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the following claims.

[0207] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is limited only by the appended claims.

Claims

1. A live streaming room interaction method, characterized in that, The method includes: Display the current live stream screen and outfit change controls of the target live stream room, wherein the target live stream room is any live stream room that is currently broadcasting, and the streamer in the live stream screen is wearing the first outfit; When the outfit change control is triggered, after the streamer in the live broadcast screen performs the dressing action, the first equipment in the live broadcast screen is changed to the second equipment, so that the streamer can broadcast under the visual effect of wearing the second equipment. The second piece of equipment is the equipment corresponding to the clothing change control, and the wearing action is an action performed by the anchor to wear the second piece of equipment.

2. The method according to claim 1, characterized in that, When the outfit-changing control is triggered, after the streamer in the live stream performs an outfit-wearing action, the first equipment in the live stream is changed to the second equipment, including: During the target time period after the anchor in the live broadcast makes the wearing action, the live video stream is played using the first FPS, where FPS refers to the number of static frames contained in the live broadcast that is played per second. After the target time period, the live video stream is played using a second FPS; The live video stream being played is the live video stream after the live server synchronously changes the live video stream corresponding to the anchor by triggering an artificial intelligence dress-up model. The first FPS is greater than the second FPS, and the length of the target time period is inversely related to the dressing speed, where the dressing speed refers to the speed at which the artificial intelligence dressing model performs synchronous dressing.

3. The method according to claim 1, characterized in that, When the outfit-changing control is triggered, after the streamer in the live stream performs an outfit-wearing action, the first equipment in the live stream is changed to the second equipment, including: After the host performs the dressing action in the live broadcast, a dressing animation effect of the first duration is displayed; After the costume change animation ends, play the live video stream of the costume change. The live video stream is obtained by triggering an artificial intelligence costume-changing model on the live server to synchronously change the costume of the live video stream corresponding to the anchor. The first duration is longer than the costume change duration, which refers to the duration required for the AI ​​costume change model to perform a synchronized costume change.

4. The method according to claim 2 or 3, characterized in that, The live video stream after the costume change is obtained by the live streaming server capturing the live video stream, sending the live video stream to the artificial intelligence costume change model, and receiving the updated live video stream output by the artificial intelligence costume change model after dividing the costume change area in the live video stream and replacing the first equipment in the costume change area with the second equipment. The updated live video stream and the corresponding audio are then combined into a single video stream.

5. The method according to claim 1, characterized in that, When the outfit-changing control is triggered, after the streamer in the live stream performs an outfit-wearing action, the first equipment in the live stream is changed to the second equipment, including: After the host in the live broadcast makes the dressing action, the live video stream continues to play until a dressing video clip is received, and then the dressing video clip is inserted. The costume change video slice is obtained by the live streaming server extracting video slices from the live streaming video stream corresponding to the streamer and sending the video slices to the artificial intelligence costume change model for asynchronous costume change; the first equipment in the costume change video slice is changed to the second equipment.

6. The method according to claim 5, characterized in that, The continuous playback of the live video stream until a costume change video clip is received, and the insertion of the costume change video clip, includes: Receive insertion signaling, the insertion signaling indicating the time for inserting the costume change video slice; At the time indicated by the insertion signal, the costume change video clip is inserted by means of stream cutting or video overlay; The video overlay method refers to using a first container and a second container to render the live video stream and the interstitial video slice respectively, and using the costume change video slice rendered by the first container to cover the live video stream rendered by the second container.

7. The method according to claim 1, characterized in that, The method further includes: When the costume change control is triggered, a costume change request is sent to the live streaming server.

8. The method according to claim 7, characterized in that, When the costume change control is triggered, sending a costume change request to the live streaming server includes: When the dress-up control is triggered, the payment control corresponding to the dress-up control is displayed; After the payment control is triggered and the payment is successful, a costume change request is sent to the live streaming server; and a first prompt message is displayed, which is used to indicate that the host is waiting for confirmation of the costume change.

9. The method according to claim 8, characterized in that, After sending a costume change request to the live streaming server when the costume change control is triggered, the method further includes: A second prompt message is displayed, which indicates that the anchor has confirmed the change of clothes; When the second prompt message is displayed, the anchor in the live stream performs the wearing action.

10. The method according to claim 1, characterized in that, While the visual effect is ongoing, if the streamer makes any action, the second device follows the action or displays the associated effect corresponding to the action.

11. The method according to claim 1, characterized in that, When the first equipment is replaced with the second equipment, the method further includes: Display image generation controls; When the image generation control is triggered, an image generated for the visual effect of the anchor wearing the second equipment is displayed.

12. The method according to claim 1, characterized in that, The method further includes: When the costume change control is triggered, the corresponding preview control is displayed; When the preview control is triggered, the visual effects corresponding to the equipment associated with the outfit change control are displayed.

13. The method according to claim 1, characterized in that, The method further includes: If the duration of the visual effect reaches the second duration, the display of the visual effect is canceled so that the realistic effect of the anchor wearing the first equipment in the live broadcast is restored.

14. A live streaming room interaction method, characterized in that, The method includes: In the target live stream room, the current live stream screen and the outfit change prompt message are displayed. The outfit change prompt message is used to instruct the streamer to confirm the outfit change. The streamer in the live stream screen is wearing the first equipment. The target live stream room is any live stream room that is currently broadcasting. Upon receiving a confirmation instruction to change clothes, the system displays wearing action guidance information, which indicates the wearing actions required for changing clothes. After the streamer performs the wearing action, the first equipment in the live broadcast is replaced with the second equipment, so that the streamer can broadcast the live broadcast while wearing the second equipment. The second piece of equipment is the equipment indicated by the equipment change prompt message.

15. The method according to claim 14, characterized in that, After the streamer performs the donning action, the first equipment in the live broadcast is replaced with the second equipment, including: After the host performs the dressing action, the dressing progress information is displayed; After the outfit change is completed, the outfit change progress information is removed from the display, and the first equipment in the live stream is changed to the second equipment.

16. The method according to claim 14, characterized in that, The method further includes: Even if the streamer refuses to change clothes, the live broadcast will continue under the visual effect of wearing the first equipment.

17. A live streaming interactive device, characterized in that, The device includes: The first display module is configured to display the current live stream screen and clothing change controls of the target live stream room, wherein the target live stream room is any live stream room that is currently broadcasting, and the streamer in the live stream screen is wearing the first equipment. The first interaction module is configured to, when the clothing change control is triggered, after the anchor in the live broadcast screen performs a dressing action, change the first equipment in the live broadcast screen to the second equipment, so that the anchor can conduct the live broadcast while wearing the second equipment. The second piece of equipment is the equipment corresponding to the clothing change control, and the wearing action is an action performed by the anchor to wear the second piece of equipment.

18. A live streaming interactive device, characterized in that, The device includes: The second display module is configured to be executed in the target live room to display the current live screen and a change of clothes prompt message. The change of clothes prompt message is used to instruct the streamer to confirm the change of clothes. The streamer in the live screen is wearing the first equipment. The target live room is any live room that is currently broadcasting. The second interaction module is configured to display wearing action guidance information upon receiving a confirmation instruction to change clothes. The wearing action guidance information is used to indicate the wearing actions required for changing clothes. After the host performs the wearing actions, the first equipment in the live broadcast screen is changed to the second equipment so that the host can conduct the live broadcast while wearing the second equipment. The second piece of equipment is the equipment indicated by the equipment change prompt message.

19. An electronic device, characterized in that, The electronic device includes: One or more processors; Memory used to store the executable program code of the processor; The processor is configured to execute the program code to implement the live streaming interaction method as described in any one of claims 1 to 13, or the live streaming interaction method as described in any one of claims 14 to 16.

20. A computer-readable storage medium, characterized in that, When the program code in the computer-readable storage medium is executed by the processor of the electronic device, the electronic device is able to perform the live streaming interaction method as described in any one of claims 1 to 13, or the live streaming interaction method as described in any one of claims 14 to 16.

21. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by the processor, it implements the live streaming interaction method as described in any one of claims 1 to 13, or the live streaming interaction method as described in any one of claims 14 to 16.