Data processing method, device and electronic equipment in game

CN122605173APending Publication Date: 2026-08-21NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510192697.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-02-20
Publication Date
2026-08-21

AI Technical Summary

Technical Problem

[0003]目前,目标对象的识别通常依赖于色彩对比,然而,随着游戏复杂性的增加,游戏界面中大量的信息和元素共存,使得目标对象难以从游戏场景中快速识别出来,这对玩家的视觉识别能力也提出了更高的要求,对于色弱、弱视等视力障碍玩家来说不够友好

Benefits of technology

[0020] The data processing method in the game provided in this application includes the following steps: obtaining the target direction pointed from a virtual camera to a target object in the game scene; determining the target angle formed by the shooting direction of the virtual camera and the target direction; and generating first feedback information in response to the target angle being within a preset angle range. The first feedback information includes at least one of the following: sound information and vibration information. It can be seen that the data processing method in the game provided in this application, by obtaining the target direction pointed from a virtual camera to a target object and determining the target angle formed by the shooting direction of the virtual camera and the target direction, indicates that the target object is closer to the ray direction of the virtual camera when the target angle is within a preset angle range. At this time, first feedback information can be generated to indicate that the target object is near the current shooting direction of the virtual camera. This allows players to intuitively judge the proximity of the target object to the current shooting direction through auditory and tactile feedback, thereby assisting players in accurately and efficiently identifying the target object. This solution can effectively improve the friendliness to players with visual impairments such as color blindness and amblyopia. Therefore, the data processing method in the game provided in this application can assist players in accurately and efficiently identifying target objects in the game, thereby improving the player experience.

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Abstract

The application discloses a data processing method and device in a game, an electronic device and a computer readable storage medium. The method comprises the following steps: obtaining a target direction of a virtual camera pointing to a target object in a game scene; determining a target included angle formed by a shooting direction of the virtual camera and the target direction; and in response to the target included angle being within a preset angle range, generating first feedback information, wherein the first feedback information comprises at least one of the following: sound information, vibration information. Therefore, the data processing method in the game provided by the embodiment of the application can assist the player in accurately and efficiently identifying the target object in the game, thereby improving the player experience.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and specifically to a data processing method, apparatus, electronic device, and computer-readable storage medium for games. Background Technology

[0002] In some virtual games, accurate target identification has gradually become a key element, which usually requires players to quickly and accurately identify target objects (objects or enemies) in the game scene.

[0003] Currently, target object recognition usually relies on color contrast. However, with the increasing complexity of games, the coexistence of a large amount of information and elements in the game interface makes it difficult to quickly identify target objects from the game scene. This also places higher demands on players' visual recognition ability and is not very friendly to players with visual impairments such as color blindness and amblyopia.

[0004] Therefore, how to assist players in accurately and efficiently identifying target objects in games has become an urgent technical problem to be solved. Summary of the Invention

[0005] This application provides a data processing method, apparatus, electronic device, and computer-readable storage medium for games, which can assist players in accurately and efficiently identifying target objects in games, thereby improving the player experience.

[0006] The specific plan is as follows:

[0007] In a first aspect, embodiments of this application provide a data processing method for games, the method comprising:

[0008] Obtain the target direction from which the virtual camera points at the target object in the game scene;

[0009] Determine the angle between the virtual camera's shooting direction and the target's direction;

[0010] In response to the target angle being within a preset angle range, first feedback information is generated, wherein the first feedback information includes at least one of the following: sound information and vibration information.

[0011] Secondly, embodiments of this application provide a data processing apparatus for games, the apparatus comprising:

[0012] The acquisition unit is used to acquire the target direction from which the virtual camera points to the target object in the game scene;

[0013] The determining unit is used to determine the angle between the shooting direction of the virtual camera and the target direction.

[0014] The generation unit is used to generate first feedback information in response to the target angle being within a preset angle range, wherein the first feedback information includes at least one of the following: sound information and vibration information.

[0015] Thirdly, this application also provides an electronic device, including:

[0016] Processor; and

[0017] The memory is used to store data processing programs, which, when the electronic device is powered on and run by the processor, execute the method as described in the first aspect.

[0018] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a data processing program that is executed by a processor to perform the method as described in the first aspect.

[0019] Compared with the prior art, this application has the following advantages:

[0020] The data processing method in the game provided in this application includes the following steps: obtaining the target direction pointed from a virtual camera to a target object in the game scene; determining the target angle formed by the shooting direction of the virtual camera and the target direction; and generating first feedback information in response to the target angle being within a preset angle range. The first feedback information includes at least one of the following: sound information and vibration information. It can be seen that the data processing method in the game provided in this application, by obtaining the target direction pointed from a virtual camera to a target object and determining the target angle formed by the shooting direction of the virtual camera and the target direction, indicates that the target object is closer to the ray direction of the virtual camera when the target angle is within a preset angle range. At this time, first feedback information can be generated to indicate that the target object is near the current shooting direction of the virtual camera. This allows players to intuitively judge the proximity of the target object to the current shooting direction through auditory and tactile feedback, thereby assisting players in accurately and efficiently identifying the target object. This solution can effectively improve the friendliness to players with visual impairments such as color blindness and amblyopia. Therefore, the data processing method in the game provided in this application can assist players in accurately and efficiently identifying target objects in the game, thereby improving the player experience. Attached Figure Description

[0021] Figure 1 This application provides a game system diagram for implementing a data processing method in a game.

[0022] Figure 2 This is a flowchart of a data processing method in a game provided in an embodiment of this application;

[0023] Figure 3This is an example diagram illustrating the feedback intensity corresponding to different angle ranges in the data processing method for games provided in this application embodiment;

[0024] Figure 4 This is an example diagram of a visual feedback identifier in a game data processing method provided in this application embodiment;

[0025] Figure 5 This is a schematic diagram illustrating an example of flexibly using a preset angle range in the data processing method for games provided in this application embodiment;

[0026] Figure 6 This is a structural block diagram of an example of a data processing device for a game provided in the embodiments of this application;

[0027] Figure 7 This is a structural block diagram of an example of an electronic device for data processing provided in an embodiment of this application. Detailed Implementation

[0028] Many specific details are set forth in the following description to provide a full understanding of this application. However, this application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this application; therefore, this application is not limited to the specific embodiments disclosed below.

[0029] It should be noted that the terms "first," "second," "third," etc., in the claims, specification, and drawings of this application are used to distinguish similar objects and are not used to describe a specific order or sequence. Such data are interchangeable where appropriate so that the embodiments of this application described herein can be implemented in a sequence other than that shown or described herein. Furthermore, the terms "comprising," "having," and their variations are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that includes a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to these processes, methods, products, or apparatuses.

[0030] It should be understood that in the embodiments of this application, "at least one" means one or more, and "more than one" means two or more. "And / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, and B existing alone. The character " / " generally indicates that the related objects before and after it are in an "or" relationship. "Contains A, B and / or C" means containing any one, two, or three of A, B, and C.

[0031] It should be understood that in the embodiments of this application, "B corresponding to A", "B corresponding to A", "A corresponds to B" or "B corresponds to A" means that B is associated with A, and B can be determined based on A. Determining B based on A does not mean that B is determined solely based on A; B can also be determined based on A and / or other information.

[0032] It should be noted that the instructions or operations appearing in the subsequent detailed description of the data processing method in the game provided in the embodiments of this application can all be regarded as instructions or operations triggered by the player through fingers or by controlling a mouse, keyboard, game controller, stylus, or voice. The specific triggering operation can be determined according to the type of electronic device. For example, when the electronic device is a touch screen device such as a mobile phone, tablet, or game console, the player can trigger instructions or operations on the touch screen through any suitable object or accessory such as a finger or stylus, or through voice. When the terminal device is a non-touch screen terminal device such as a desktop computer or laptop, the player can trigger instructions or operations through external devices such as a mouse, keyboard, or game controller.

[0033] Before describing the implementation methods of this application in detail, the prior art will be further explained first.

[0034] In modern game design, especially for open-world hidden object games, visual recognition capabilities have become a crucial component of the player experience. These games are typically set in complex environments, such as urban open-world games, requiring players to accurately identify target objects within highly complex environments. This demands not only good spatial awareness and fast reaction speed but also the player's ability to capture details. However, with the increasing complexity of game environments and the needs of different player groups (such as those with color blindness or low vision), traditional visual cues are insufficient for target object identification, especially at low graphics settings, which can significantly impact the player's gaming experience.

[0035] To address the above challenges, various methods (see Methods 1 to 3 below) are employed in related technologies to assist players in identifying target objects:

[0036] Method 1: Highlight target objects by using high-contrast colors and clue patterns to help players find them more easily.

[0037] While method one is intuitive and effective for most players, it relies on their ability to distinguish between colors and shapes. Players with color blindness or poor vision will find it difficult to identify target objects using color- and shape-based visual cues.

[0038] Method 2: When the target object enters a certain range of the camera's ray, a frame with a highlighted color (such as an orange rectangle) will be automatically generated around the target object to attract the player's attention.

[0039] While Method 2 provides immediate visual feedback, it still primarily relies on the player's visual recognition ability and reaction speed.

[0040] Method 3: When the target object is on the camera's ray and there are no other objects obstructing it, a brief, one-time vibration and sound effect will be automatically provided to indicate to the player that they can take a picture.

[0041] Method three provides instant feedback and is triggered only after the player has found the target object and the camera is correctly aimed at it, increasing the game's difficulty.

[0042] In summary, the relevant technologies still have room for improvement in adapting to the needs of all player groups, ensuring a consistent experience under different image quality conditions, and providing richer feedback mechanisms. Therefore, how to assist players in accurately and efficiently identifying target objects in games has become an urgent technical problem to be solved.

[0043] For the reasons mentioned above, in order to assist players in accurately and efficiently identifying target objects in games and thereby improve the player experience, the first embodiment of this application provides a data processing method in games. This method is applied to electronic devices, which may be desktop computers, laptops, mobile phones, tablets, electronic watches, etc., or other electronic devices capable of performing data processing in games. This application embodiment is not specifically limited.

[0044] In one optional embodiment, when the data processing method in the game runs on a terminal device, the terminal device may include a display screen and a processor. The display screen is used to present game visuals and receive commands generated by the player interacting with the game visuals. The game visuals may include a portion of a virtual game scene, which is a virtual world where virtual characters interact. The processor is used to store the game application, run the game, generate game visuals, respond to commands, and control the display of the game visuals on the display screen. When the player interacts with the game visuals through the display screen, the game visuals can control the local content of the terminal device in response to the received operation commands. The terminal device can provide the graphical user interface to the player in various ways, such as rendering the display on the terminal device's screen or presenting the graphical user interface through holographic projection.

[0045] In an optional embodiment, when the data processing method in the game runs on a server, the method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes a server and client devices. The main body running the game application and the main body presenting the game screen are separate. The storage and execution of the data processing method in the game are completed on the server. The presentation of the game screen is completed on the client, which is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission capabilities located close to the player, such as a mobile terminal, television, computer, PDA, personal digital assistant, head-mounted display device, etc. However, the terminal device for processing game data is the server in the cloud. During gameplay, the player instructs the client to send commands to the server. The server controls the game operation according to the commands, encodes and compresses game screen data, returns it to the client via the network, and finally, the client decodes and outputs the game screen.

[0046] It should be noted that, in this embodiment, the execution entity of the data processing method in the game can be a terminal device or a server. The terminal device can be a local terminal device or a client device in the aforementioned cloud gaming. This embodiment does not limit the type of execution entity.

[0047] For example, in conjunction with the above description, Figure 1 This application illustrates a game system 100 for implementing a data processing method in a game, as provided in an embodiment of this application. The game system 100 may include at least one terminal 101, at least one server 102, and a network. The terminal 101 held by the player can connect to the servers 102 of different games via the network. The terminal is any device with computing hardware capable of supporting and executing software applications corresponding to the game.

[0048] In the aforementioned game system 100, terminal 101 is used to install and run the game application. In some cases, the game application may not need to be pre-installed on terminal 101, and players can directly access the game through a browser or other client. Players log in to the game application using their registered game account to control the virtual character corresponding to that account and participate in the game. When a player logs in to the game application, terminal 101 sends a login request to server 102. Server 102 verifies the game account used by the player and determines the game mechanics corresponding to the game account based on the login request. If the verification is successful, a login success notification is returned to terminal 101. During the player's participation in the game through the game application, terminal 101 and server 102 exchange data. Terminal 101 sends various information to server 102. Server 102 determines the display data for terminal 101 based on the stored game mechanics and the received information, and sends the display data back to terminal 101 so that terminal 101 can display the display data sent by server 102 to the player.

[0049] In possible application scenarios, different terminals 101 may be served by different servers 102, and the servers 102 corresponding to different terminals 101 may be the same server.

[0050] In addition, when the game system 100 includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and different servers.

[0051] The terminal 101 may have one or more multi-touch screens for sensing and obtaining input from touch or swipe operations performed by the user at multiple points on one or more touch displays. The terminal 101 may also be connected to a keyboard and / or mouse and / or game controller, enabling the user to perform interface operations via a keyboard and / or mouse and / or game controller.

[0052] The network can be a wireless or wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc. Additionally, different terminals can connect to other terminals or to the server using their own Bluetooth network or hotspot network. Furthermore, the system 100 can include multiple databases, which are coupled to different servers, and can continuously store game-related information in the databases while different players are playing multiplayer games online.

[0053] It should be noted that, Figure 1The game system diagram shown is merely an example. The game system 100 described in this application embodiment is intended to more clearly illustrate the technical solutions of this application embodiment and does not constitute a limitation on the technical solutions provided in this application embodiment. As those skilled in the art will know, with the evolution of game systems and the emergence of new business scenarios, the technical solutions provided in this application embodiment are also applicable to similar technical problems.

[0054] The technical solution of this application will be described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described again in some embodiments.

[0055] The following, combined with Figures 2-5 This application introduces a data processing method for games provided in its embodiments.

[0056] like Figure 2 The diagram shown is a flowchart of a data processing method in a game provided in the first embodiment of this application, including the following steps S101 to S103.

[0057] Step S101: Obtain the target direction from which the virtual camera points to the target object in the game scene.

[0058] Virtual games refer to applications developed according to game application requirements. The types of games may include, but are not limited to, at least one of the following: two-dimensional (2D) game applications, three-dimensional (3D) game applications, virtual reality (VR) game applications, augmented reality (AR) game applications, and mixed reality (MR) game applications.

[0059] In this embodiment, a virtual game can be a game that identifies target objects in a game scene, such as a hidden object game, a snapshot game, a puzzle game, an open-world exploration game, etc. A virtual game can also be a game that includes game tasks that identify target objects from a game scene. This embodiment does not limit the type of virtual game.

[0060] The target object types mentioned above can include object types and character types. Object types indicate that the corresponding target object is a non-character entity; for example, the target object could be a key, glasses, book, gem, symbol, letter, etc., scattered throughout the game scene. Character types indicate that the corresponding target object is a character entity with intelligent behavior; for example, the target object could be a virtual character, virtual animal, etc.

[0061] The aforementioned game scene refers to the collection of space, environment, and objects in a game application. Game scenes are used to explain the game's world view, reflect the game's art style, enhance the overall atmosphere in conjunction with the plot development, and meet the needs of human-computer interaction.

[0062] Understandably, virtual games feature virtual cameras. A virtual camera is a camera embedded in the software of an electronic device; it is a tool for representing a viewpoint in a three-dimensional virtual environment. During gameplay, the game footage is captured by the virtual camera.

[0063] In this step, we can first determine the location of the virtual camera and the location of the target object. Then, based on the location of the virtual camera and the location of the target object, we can obtain the target direction from the virtual camera to the target object in the game scene. The target direction refers to the direction from the location of the virtual camera to the location of the target object.

[0064] The location of the virtual camera can be represented by its coordinates in the world coordinate system. Similarly, the location of the target object can be represented by its coordinates in the world coordinate system. The world coordinate system is a global coordinate system for the entire game scene, used to locate all game objects.

[0065] Step S102: Determine the angle between the shooting direction of the virtual camera and the target direction.

[0066] In this step, we can first obtain the shooting direction of the virtual camera. The shooting direction of the virtual camera refers to the direction in which the virtual camera is facing. (This is combined with the attached...) Figure 3 For example, a virtual camera is positioned at position 10 and aims at position 11 in the game scene to take a picture. The shooting direction of the virtual camera is the direction indicated by ray 12. Then, the angle formed by the shooting direction of the virtual camera and the target direction is determined as the target angle.

[0067] Step S103: In response to the target angle being within a preset angle range, generate first feedback information, wherein the first feedback information includes at least one of the following: sound information and vibration information.

[0068] After determining the target angle, it can be checked whether the target angle is within a preset angle range. This preset angle range can be 0°~10°, 0°~20°, or 0°~25°, etc. The preset angle range can be set according to actual needs, and this application does not impose any restrictions on it.

[0069] If the target angle is detected to be within the preset angle range, it means that the target object is near the current shooting direction of the virtual camera, and the first feedback information can be generated. For example, if the target angle is 7° and the preset angle range is 0° to 10°, then the target angle is within the preset angle range, and the first feedback information can be generated.

[0070] This first feedback information is used to provide auditory and tactile cues indicating that the target object is near the current shooting direction of the virtual camera. Typically, the virtual camera's shooting direction coincides with the center of the game screen; in this case, the first feedback information specifically serves to indicate that the target object is near the center of the screen through auditory and tactile cues.

[0071] The aforementioned first feedback information may include only sound information, only vibration information, or both sound and vibration information.

[0072] In one optional implementation, the information content of the first feedback information is associated with the object type of the target object, which may include an object type and a role type. The object type indicates that the corresponding target object is a non-role entity, while the role type indicates that the corresponding target object is a role entity with intelligent behavior.

[0073] The first feedback information corresponding to a target object of the character type may include first sound information and / or first vibration information, while the first feedback information corresponding to a target object of the object type may include second sound information and / or second vibration information. The aforementioned first sound information is different from the second sound information, and the aforementioned second vibration information is different from the second vibration information.

[0074] In one implementation, the first sound information has a first sound parameter, and the second sound information has a second sound parameter. For example, the first sound parameter of the first sound information has a frequency of f1 and a timbre of x1, and the second sound parameter of the second sound information has a frequency of f2 and a timbre of x2. Similarly, the first vibration information has a first vibration parameter, and the second sound information has a second vibration parameter. For example, the first vibration parameter of the first vibration information has a wavelength of w1 and an amplitude of A1, and the second vibration parameter of the second vibration information has a wavelength of w2 and an amplitude of A2.

[0075] In another implementation, for a target object of a specific character type, matching first sound information and first vibration information can be generated based on the target object's character attributes. Character attributes include at least one of character type, attack attribute (including aggressive and non-aggressive), and character size. For example, if the target object is a bird, the first sound information could be a bird song or a cheerful, gentle sound, and the first vibration information could be a brief, high-frequency vibration. Similarly, if the target object is a wolf, the first sound information could be a wolf howl, a deep growl, or urgent footsteps, and the first vibration information could be a strong, long-lasting vibration.

[0076] For a target object of a specific object type, matching second sound and second vibration information can be generated based on the object's attributes. Object attributes include at least one of material attributes and functional attributes. For example, if the target object is a metal treasure chest, the second sound information could be the sound of striking metal, the sound of unlocking, or the sound of coins clattering; the second vibration information could be a short, forceful vibration to simulate the feeling of metal colliding or striking. Similarly, if the target object is a motor, the second sound information could be the sound of a motor running or the sound of bearings rubbing; the second vibration information could be a weak but regular vibration to mimic the vibration of a running motor.

[0077] In this embodiment, by associating the first feedback information with the object type of the target object, the immersion, realism, and interactivity of the game can be significantly enhanced. When generating the first feedback information, it can be output through a sound and vibration interface, thereby playing the first feedback information on the terminal device. In this way, when the player receives the first feedback information, they can intuitively determine that the target object is near the current shooting direction through auditory and tactile feedback, thus assisting the player in accurately and efficiently identifying the target object.

[0078] The data processing method in the game provided in this application includes the following steps: obtaining the target direction pointed from a virtual camera to a target object in the game scene; determining the target angle formed by the shooting direction of the virtual camera and the target direction; and generating first feedback information in response to the target angle being within a preset angle range. The first feedback information includes at least one of the following: sound information and vibration information. It can be seen that the data processing method in the game provided in this application, by obtaining the target direction pointed from a virtual camera to a target object and determining the target angle formed by the shooting direction of the virtual camera and the target direction, indicates that the target object is closer to the ray direction of the virtual camera when the target angle is within a preset angle range. At this time, first feedback information can be generated to indicate that the target object is near the current shooting direction of the virtual camera. This allows players to intuitively judge the proximity of the target object to the current shooting direction through auditory and tactile feedback, thereby assisting players in accurately and efficiently identifying the target object. This solution can effectively improve the friendliness to players with visual impairments such as color blindness and amblyopia. Therefore, the data processing method in the game provided in this application can assist players in accurately and efficiently identifying target objects in the game, thereby improving the player experience.

[0079] In an optional implementation, the "generating first feedback information" step S103 above may include the following steps:

[0080] Determine the target feedback intensity corresponding to the target angle;

[0081] Generate first feedback information that matches the target feedback intensity.

[0082] In this embodiment of the application, when the target angle is within a preset angle range, the target feedback intensity corresponding to the target angle can be determined first, and then a first feedback information matching the target feedback intensity can be generated.

[0083] In one possible implementation, the target angle and the target feedback intensity can be a single-valued mapping relationship.

[0084] In this specific implementation, different target angles correspond to different target feedback intensities. The target angle and the target feedback intensity are inversely proportional; that is, when the target angle is within a preset angle range, the larger the target angle, the smaller the target feedback intensity, and the smaller the target angle, the greater the target feedback intensity.

[0085] Specifically, the target angle can be linearly negatively correlated with the target feedback intensity. In this way, a preset linear function can be used to calculate the target feedback intensity based on the target angle. Alternatively, the target angle can be non-linearly negatively correlated with the target feedback intensity. In this way, a preset non-linear function can be used to calculate the target feedback intensity based on the target angle.

[0086] In another optional implementation, the target angle and the target feedback intensity can be an interval mapping relationship. The step of "determining the target feedback intensity corresponding to the target angle" can also be implemented in the following way:

[0087] Determine the target angle range where the target angle is located. The preset angle range is divided into at least two angle ranges, including the target angle range. Each angle range is set with a corresponding feedback intensity.

[0088] The feedback intensity corresponding to the target angle range is determined as the target feedback intensity corresponding to the target included angle.

[0089] In this implementation, the preset angle range can be pre-divided into two or more angle intervals, and different angle intervals can correspond to different feedback intensities. When the target angle is detected to be within the preset angle range, the target angle interval in which the target angle is located can be determined from each angle interval. Then, the feedback intensity corresponding to the target angle interval is determined as the target feedback intensity corresponding to the target angle.

[0090] Optionally, the aforementioned preset angle range is a range composed of a first angle and a second angle, wherein the first angle is smaller than the second angle, the preset angle range is divided into a first angle interval and a second angle interval, the first angle interval is an interval composed of the first angle and a third angle, the second angle interval is an interval composed of the third angle and the second angle, and the third angle is located between the first angle and the second angle.

[0091] In this embodiment, the aforementioned preset angle range is divided into two angle intervals: a first angle interval and a second angle interval. Thus, by determining whether the target angle falls within the first or second angle interval, the target feedback intensity corresponding to the target angle can be accurately and efficiently determined.

[0092] Table 1 shows the correspondence between the preset angle range, the divided angle intervals, and the feedback intensity corresponding to each angle interval in the data processing method for games provided in this application embodiment.

[0093] Table 1.

[0094]

[0095] In Table 1 above, the preset angle range is the interval range corresponding to (first angle, second angle). The first angle interval is (first angle, third angle), and the second angle interval is (third angle, second angle). The feedback intensity corresponding to the first angle interval is the first feedback intensity, and the feedback intensity corresponding to the second angle interval is the second feedback intensity. The first feedback intensity is greater than the second feedback intensity.

[0096] For example, the preset angle range is the interval range corresponding to (0, 20], the first angle interval is (0, 10], the second angle interval is (10, 20], the first angle interval (0, 10] corresponds to a stronger first feedback intensity, and the second angle interval (10, 20] corresponds to a weaker second feedback intensity.

[0097] It should be noted that the above introduction is based on the example of the preset angle range being divided into two, and this application is not limited to this.

[0098] In this case, if the target angle range is the first angle range mentioned above, the target feedback intensity corresponding to the target included angle is determined as the first feedback intensity; if the target angle range is the second angle range mentioned above, the target feedback intensity corresponding to the target included angle is determined as the second feedback intensity; wherein, the first feedback intensity is greater than the second feedback intensity.

[0099] like Figure 3 The diagram shown is an example of the feedback intensity corresponding to different angle intervals in the data processing method for a game provided in this application. In three-dimensional space, a virtual camera is located at position 10 and aims at position 11 in the game scene to capture images. The shooting direction of the virtual camera is the direction indicated by ray 12. The angle 13 formed by ray 20 and ray 12, and the angle 13 formed by ray 12 and ray 21 are the third angles. The angle 14 formed by ray 19 and ray 12, and the angle 14 formed by ray 12 and ray 22 are the second angles. The first angle is 0. When the target object is located within the outwardly extending cone range formed by ray 20, ray 21, and circle 16 (e.g., Figure 3 Position 18), the target angle is within the first angle range, generating first feedback information with the first feedback intensity; when the target object is within the target range (e.g., Figure 3 When the target is at position 17), the included angle of the target is within the second angle range, and the first feedback information with the second feedback intensity is generated. The target range is the range outside the cone range formed by rays 19, 22 and circle 15 extending outward, except for the cone range formed by rays 20, 21 and circle 16 extending outward.

[0100] In this way, the first feedback information with corresponding intensity is generated based on the size of the target angle. When the target angle is small, a stronger first feedback information is generated, and when the target angle is large, a weaker first feedback information is generated. This allows players to accurately judge whether the target object is relatively far away from the virtual camera's shooting direction through hearing and touch, effectively improving the recognition efficiency of the target object.

[0101] In a specific implementation, when the first feedback information includes both sound and vibration information, the step of "determining the feedback intensity corresponding to the target angle" can be implemented in the following way:

[0102] Determine the sound feedback intensity and vibration feedback intensity corresponding to the target angle respectively;

[0103] The sound feedback intensity includes at least one of sound loudness data and sound amplitude data, and the vibration feedback intensity includes vibration frequency data.

[0104] In this embodiment, when the first feedback information includes sound information and vibration information, the sound feedback intensity and vibration feedback intensity corresponding to the target angle can be determined separately. The greater the feedback intensity of the first feedback information, the stronger the sound feedback intensity and the stronger the vibration feedback intensity; the smaller the feedback intensity of the first feedback information, the weaker the sound feedback intensity and the weaker the vibration feedback intensity.

[0105] Among them, stronger sound feedback intensity means that the sound is louder and the sound amplitude is larger, and stronger vibration feedback intensity means that the vibration is stronger, that is, the vibration frequency is lower; weaker sound feedback intensity means that the sound is louder and the sound amplitude is smaller, and weaker vibration feedback intensity means that the vibration is weaker, that is, the vibration frequency is lower.

[0106] If the first feedback information includes both sound information and vibration information, then the first feedback intensity being greater than the second feedback intensity means that the first feedback intensity corresponds to a sound effect with a louder sound and a larger sound amplitude, as well as a vibration with a lower vibration frequency, while the second feedback information corresponds to a sound effect with a smaller sound and a smaller sound amplitude, as well as a vibration with a higher vibration frequency.

[0107] If the first feedback information only includes sound information, then the first feedback intensity being greater than the second feedback intensity means that the first feedback intensity corresponds to a sound effect with a louder sound and a larger sound amplitude, while the second feedback information corresponds to a sound effect with a smaller sound and a smaller sound amplitude.

[0108] If the first feedback information only includes vibration information, then the first feedback intensity being greater than the second feedback intensity means that the first feedback intensity corresponds to vibration with a lower vibration frequency, and the second feedback information corresponds to vibration with a higher vibration frequency.

[0109] In this way, by separately determining the sound feedback intensity of sound information and the vibration feedback intensity of vibration information, the intensity of sound information and the intensity of vibration information are different when the first feedback information is different, thus improving the detail performance in the game.

[0110] In an optional implementation, the data processing method in the game provided in this application embodiment may further include the following step S20:

[0111] Step S20: When the preset conditions are met, play the first feedback message.

[0112] In this embodiment, when generating the first feedback information, it can be detected whether the preset conditions are met.

[0113] The preset conditions include, but are not limited to: the distance between the virtual camera and the target object is within a preset distance range, and / or there are no virtual obstacles on the line connecting the virtual camera and the target object, and / or the target object is within a preset visibility range when the game is in the target weather condition. The preset distance range can be 30 meters, 50 meters, or 70 meters, etc., and the target weather condition can be rain, snow, hail, or fog, etc.

[0114] Once the above preset conditions are met, the first feedback message can be played.

[0115] It should be noted that when the distance between the virtual camera and the target object is outside the preset distance range, it means that the virtual camera is too far away from the target object. In this case, the target object may not be successfully displayed in the game screen. Thus, even if the target angle is within the preset angle range, the first feedback information will not be played.

[0116] When there are no virtual obstacles on the line connecting the virtual camera and the target object, it means that the target object is occluded. In this case, the target object cannot be successfully displayed in the game screen. Thus, even if the target angle is within the preset angle range, the first feedback information will not be played.

[0117] When the target object is outside the preset visibility during the target weather conditions in the game, the target object cannot be displayed on the game screen. Therefore, even if the target's angle is within the preset angle range, the first feedback message will not be played.

[0118] With this setup, the target object will likely appear on the game screen when the preset conditions are met. In this case, playing the first feedback information allows players to efficiently and accurately find the target object in the game scene based on auditory and tactile feedback and visual recognition.

[0119] In an optional implementation, the data processing method in the game provided in this application embodiment may further include the following steps:

[0120] When a virtual obstacle exists on the line connecting the virtual camera and the target object, pause playback of the first feedback message; and

[0121] Generate and play a second feedback message, which is used to indicate the existence of a virtual obstacle between the virtual camera and the target object.

[0122] In this embodiment, when there is a virtual obstacle (i.e., the target object is obscured) on the line connecting the virtual camera and the target object, while pausing the playback of the first feedback information, a second feedback information can also be generated and played. This second feedback information is used to indicate that there is a virtual obstacle between the virtual camera and the target object.

[0123] The second feedback information differs from the first feedback information. Based on this different feedback, players can accurately determine the relationship between the current virtual camera and the target object. For example, if the first feedback information includes a cheerful sound effect, the second feedback information will include a deep sound effect; similarly, if the first feedback information includes continuous vibration, the second feedback information will include discontinuous vibration.

[0124] This setup allows players to determine whether a target object is obscured through auditory and tactile feedback, thereby controlling the virtual camera to move and further improving the efficiency of target object recognition.

[0125] In an optional implementation, the data processing method in the game provided in this application embodiment may further include the following steps:

[0126] If the target angle is 0, generate target feedback information;

[0127] The target feedback information includes at least one of the following: sound information, vibration information, and visual feedback indicators. The target feedback information is used to indicate that a target object has been identified.

[0128] In this embodiment, a target angle of 0° indicates that the target object is in the shooting direction of the virtual camera. In hidden object games or snapshot games, if the target object is in the shooting direction of the virtual camera, the target object has been successfully identified, and target feedback information can be generated. This target feedback information is used to notify the player that the target object has been identified.

[0129] The aforementioned target feedback information may include only sound information, vibration information, or visual feedback indicators; it may also include only sound and vibration information, only sound and visual feedback indicators, only vibration and visual feedback indicators, or a combination of all three. Specifically, sound information is used to provide auditory cues indicating that a target object has been identified; vibration information is used to provide tactile cues indicating that a target object has been identified; and visual feedback indicators are used to provide visual cues indicating that a target object has been identified.

[0130] It should be noted that when the target feedback information includes sound and vibration information, the sound and vibration information in the target feedback information are different from the first feedback information mentioned above and also different from the second feedback information mentioned above. In this way, based on the different feedback information, the player can accurately capture the relationship between the current virtual camera and the target object and determine whether the target object has been successfully identified.

[0131] For example, the sound information included in the first feedback information is a cheerful sound effect, the sound information included in the second feedback information is a deep sound effect, and the sound information included in the target feedback information is a passionate sound effect; as another example, the vibration information included in the first feedback information is continuous vibration, the vibration information included in the second feedback information is discontinuous vibration with an interval of 2 seconds, and the vibration information included in the target feedback information is discontinuous vibration with an interval of 4 seconds.

[0132] It should be noted that the aforementioned visual feedback indicators can be UI elements used to indicate that a target object has been successfully identified, and / or animation effects used to indicate that a target object has been successfully identified. The UI element can be a UI element containing text (such as "target detected") or a UI element containing an icon (such as a "√" icon).

[0133] like Figure 4 The diagram shown is an example of a visual feedback identifier in a game data processing method provided in this application embodiment. When the target object 23 is in the lens of a virtual camera, a visual feedback identifier 25 is generated and displayed, and another visual feedback identifier 24 is generated and displayed near the target object 23.

[0134] It should be understood that visual feedback indicators can be located anywhere in the graphical user interface, such as above, below, left, right, or within a certain range near the target object, and are not limited to this location. Figure 4 Examples are shown in the text.

[0135] This setup allows the player to be promptly notified of target detection via target feedback when the target object is positioned within the virtual camera's field of view. For games where clicking on the target object is required for successful detection, this method effectively prevents game progress from stalling due to the player's inability to promptly recognize the detected object, thus enhancing the game's strategic depth.

[0136] In an optional implementation, prior to step S103 above, the data processing method in the game provided in this application embodiment may further include the following steps:

[0137] Obtain the target distance between the virtual camera and the target object;

[0138] Based on the target distance, a preset angle range is determined from multiple specified angle ranges.

[0139] In this embodiment, the system can pre-set multiple specified angle ranges, each with a corresponding applicable distance. After determining the target angle, the target distance between the virtual camera and the target object can be obtained first. Then, a preset angle range applicable to that target distance can be determined from the multiple specified angle ranges.

[0140] For example, the system presets several specified angle ranges as follows: 0°~10°, 0°~15°, 0°~20°, and 0°~25°. Specifically, 0°~10° applies to distances between the virtual camera and the target object ranging from 0 to 10 meters; 0°~15° applies to distances between the virtual camera and the target object ranging from 10 to 20 meters; 0°~20° applies to distances between the virtual camera and the target object ranging from 20 to 30 meters; and 0°~25° applies to distances between the virtual camera and the target object ranging from 30 to 50 meters. Assuming the distance between the virtual camera and the target object is 28 meters, then 0°~20° is determined as the preset angle range.

[0141] In the specific implementation, the preset angle range corresponding to the farther target distance is larger, which makes it easier for players to find the target object in a larger range; the preset angle range corresponding to the closer target distance is smaller, which makes it easier for players to accurately locate the target object in a smaller range.

[0142] like Figure 5 The diagram shown is an example of flexibly using a preset angle range in the data processing method for games provided in this application embodiment. When the target object is far from the virtual camera, a larger angle range of 0° to the second angle 26 is used, and when the target object is far from the virtual camera, a smaller angle range of 0° to the second angle 27 is used.

[0143] In this way, the choice of which specified angle range to use as the preset angle range is flexibly determined based on the target distance between the virtual camera and the target object, which enhances the flexibility and strategy of the game and further improves the recognition efficiency of the target object.

[0144] In another alternative implementation, this application may set a fixed preset angle range, which applies to any distance between the virtual camera and the target object.

[0145] The above is an introduction to the data processing method in games provided by the embodiments of this application. It can be seen that the data processing method in games provided by the embodiments of this application can offer players a more efficient and user-friendly assistance solution for identifying target objects. Especially for visually impaired individuals, it can assist them in efficiently and accurately locating and identifying target objects in complex game scenes through tactile and auditory feedback, thereby improving the player's gaming experience and contributing to player retention.

[0146] Corresponding to the data processing method in the game provided in the first embodiment of this application, the second embodiment of this application also provides a data processing device in the game, such as... Figure 6 As shown, the data processing device 600 in the game includes:

[0147] Acquisition unit 601 is used to acquire the target direction from which the virtual camera points to the target object in the game scene;

[0148] The determining unit 602 is used to determine the target angle formed by the shooting direction of the virtual camera and the target direction;

[0149] The generation unit 603 is used to generate first feedback information in response to the target angle being within a preset angle range, wherein the first feedback information includes at least one of the following: sound information and vibration information.

[0150] Optionally, the generating unit 603 is specifically used for:

[0151] Determine the target feedback intensity corresponding to the target angle;

[0152] Generate first feedback information that matches the target feedback intensity.

[0153] Optionally, the generating unit 603 is specifically used for:

[0154] Determine the target angle range where the target angle is located. The preset angle range is divided into at least two angle ranges, including the target angle range. Each angle range is set with a corresponding feedback intensity.

[0155] The feedback intensity corresponding to the target angle range is determined as the target feedback intensity corresponding to the target included angle.

[0156] Optionally, the preset angle range is the range composed of a first angle and a second angle, where the first angle is smaller than the second angle. The preset angle range is divided into a first angle interval and a second angle interval. The first angle interval is the interval composed of the first angle and a third angle, and the second angle interval is the interval composed of the third angle and the second angle. The third angle is located between the first angle and the second angle.

[0157] Optionally, the feedback intensity corresponding to the first angle interval is the first feedback intensity; the feedback intensity corresponding to the second angle interval is the second feedback intensity; wherein, the first feedback intensity is greater than the second feedback intensity.

[0158] Optionally, when the first feedback information includes sound information and vibration information, the generating unit 603 is specifically used for:

[0159] Determine the sound feedback intensity and vibration feedback intensity corresponding to the target angle respectively;

[0160] The sound feedback intensity includes at least one of sound loudness data and sound amplitude data, and the vibration feedback intensity includes vibration frequency data.

[0161] Optionally, the data processing device 600 in the game also includes a playback unit, which is used for:

[0162] When the preset conditions are met, the first feedback message is played.

[0163] Optional, preset conditions include:

[0164] The distance between the virtual camera and the target object is within a preset distance range, and / or there are no virtual obstacles on the line connecting the virtual camera and the target object.

[0165] Optionally, the playback unit is also used for:

[0166] When a virtual obstacle exists on the line connecting the virtual camera and the target object, pause playback of the first feedback message; and

[0167] Generate and play a second feedback message, which is used to indicate the existence of a virtual obstacle between the virtual camera and the target object.

[0168] Optionally, the generating unit 603 is also used for:

[0169] If the target angle is 0, generate target feedback information;

[0170] The target feedback information includes at least one of the following: sound information, vibration information, and visual feedback indicators. The target feedback information is used to indicate that a target object has been identified.

[0171] Optionally, the determining unit 602 is also used for:

[0172] Obtain the target distance between the virtual camera and the target object;

[0173] Based on the target distance, a preset angle range is determined from multiple specified angle ranges.

[0174] Corresponding to the data processing method in the game provided in the first embodiment of this application, the third embodiment of this application also provides an electronic device for data processing in the game.

[0175] like Figure 7 The diagram shown is a structural block diagram of an example of an electronic device for data processing provided in an embodiment of this application.

[0176] In this embodiment, an optional hardware structure of the electronic device 700 may be as follows: Figure 7 As shown, it includes: at least one processor 701, at least one memory 702 and at least one communication bus 705; the memory 702 contains a program 703 and data 704.

[0177] Bus 705 can be a communication device for transmitting data between components within electronic device 700, such as an internal bus (e.g., CPU-memory bus, where the processor is the central processing unit, or CPU for short) or an external bus (e.g., a universal serial bus port or a peripheral component interconnection fast port).

[0178] Additionally, the electronic device also includes at least one network interface 706 and at least one peripheral interface 707. The network interface 706 provides wired or wireless communication with an external network 708 (e.g., the Internet, intranet, local area network, mobile communication network, etc.). In some embodiments, the network interface 706 may include any number of network interface controllers (NICs), radio frequency (RF) modules, repeaters, transceivers, modems, routers, gateways, any combination of wired network adapters, wireless network adapters, Bluetooth adapters, infrared adapters, near field communication (NFC) adapters, cellular network chips, etc.

[0179] Peripheral interface 707 is used to connect to peripherals, such as peripheral 1 in the figure. Figure 7 709 in the middle), peripheral 2 ( Figure 7 710 in the middle) and peripheral 3 ( Figure 7 (711 in the original text). Peripherals are peripheral devices, which may include, but are not limited to, cursor control devices (such as mice, touchpads, or touchscreens), keyboards, displays (such as cathode ray tube displays, liquid crystal displays), displays or light-emitting diode displays, video input devices (such as cameras or input interfaces coupled to video files), etc.

[0180] The processor 701 may be a CPU, an application-specific integrated circuit (ASIC), or one or more integrated circuits configured to implement the embodiments of this application.

[0181] The memory 702 may include high-speed RAM (Random Access Memory) memory, and may also include non-volatile memory, such as at least one disk storage device.

[0182] The processor 701 calls the program and data stored in the memory 702 and executes the following steps:

[0183] Obtain the target direction from which the virtual camera points at the target object in the game scene;

[0184] Determine the target angle formed by the shooting direction of the virtual camera and the target direction;

[0185] In response to the target angle being within a preset angle range, first feedback information is generated, wherein the first feedback information includes at least one of the following: sound information and vibration information.

[0186] Corresponding to the data processing method in the game provided in the first embodiment of this application, the fourth embodiment of this application provides a computer-readable storage medium storing a program for a data processing method in the game. This program is executed by a processor to perform the following steps:

[0187] Obtain the target direction from which the virtual camera points at the target object in the game scene;

[0188] Determine the target angle formed by the shooting direction of the virtual camera and the target direction;

[0189] In response to the target angle being within a preset angle range, first feedback information is generated, wherein the first feedback information includes at least one of the following: sound information and vibration information.

[0190] It should be noted that for a detailed description of the apparatus, electronic device and computer-readable storage medium provided in the second, third and fourth embodiments of this application, please refer to the relevant description of the first embodiment of this application, which will not be repeated here.

[0191] Although this application discloses preferred embodiments as described above, it is not intended to limit this application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this application. Therefore, the scope of protection of this application should be determined by the scope defined in the claims of this application.

[0192] In a typical configuration, a node device in a blockchain includes one or more processors (CPUs), input / output interfaces, network interfaces, and memory.

[0193] Memory may include non-persistent storage in computer-readable media, such as random access memory (RAM) and / or non-volatile memory, such as read-only memory (ROM) or flash RAM. Memory is an example of computer-readable media.

[0194] 1. Computer-readable media includes both permanent and non-permanent, removable and non-removable media that can store information by any method or technology. Information can be computer-readable instructions, data structures, modules of programs, or other data. Examples of computer storage media include, but are not limited to, phase-change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape, magnetic magnetic disk storage or other magnetic storage media, or any other non-transferable medium that can be used to store information accessible by a computing device. As defined herein, computer-readable media does not include non-transitory computer-readable media, such as modulated data signals and carrier waves.

[0195] 2. Those skilled in the art will understand that embodiments of this application can be provided as methods, systems, or computer program products. Therefore, this application can take the form of a completely hardware embodiment, a completely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, this application can take the form of a computer program product embodied on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0196] Although this application discloses preferred embodiments as described above, it is not intended to limit this application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this application. Therefore, the scope of protection of this application should be determined by the scope defined in the claims of this application.

Claims

1. A data processing method in a game, characterized in that, The method includes: Obtain the target direction from which the virtual camera points at the target object in the game scene; Determine the target angle formed by the shooting direction of the virtual camera and the target direction; In response to the target angle being within a preset angle range, first feedback information is generated, wherein the first feedback information includes at least one of the following: sound information and vibration information.

2. The method according to claim 1, characterized in that, The generation of the first feedback information includes: Determine the target feedback intensity corresponding to the target angle; Generate first feedback information that matches the target feedback intensity.

3. The method according to claim 2, characterized in that, Determining the target feedback intensity corresponding to the target angle includes: Determine the target angle range where the target included angle is located, wherein the preset angle range is divided into at least two angle ranges including the target angle range, and each angle range is set with a corresponding feedback intensity; The feedback intensity corresponding to the target angle range is determined as the target feedback intensity corresponding to the target included angle.

4. The method according to claim 3, characterized in that, The preset angle range is a range composed of a first angle and a second angle, wherein the first angle is smaller than the second angle. The preset angle range is divided into a first angle interval and a second angle interval. The first angle interval is an interval composed of the first angle and a third angle, and the second angle interval is an interval composed of the third angle and the second angle. The third angle is located between the first angle and the second angle.

5. The method according to claim 4, characterized in that, The feedback intensity corresponding to the first angle interval is the first feedback intensity; the feedback intensity corresponding to the second angle interval is the second feedback intensity; wherein, the first feedback intensity is greater than the second feedback intensity.

6. The method according to claim 2, characterized in that, When the first feedback information includes the sound information and the vibration information, determining the feedback intensity corresponding to the target angle includes: Determine the sound feedback intensity and vibration feedback intensity corresponding to the target angle respectively; The sound feedback intensity includes at least one of sound loudness data and sound amplitude data, and the vibration feedback intensity includes vibration frequency data.

7. The method according to claim 1, characterized in that, The method further includes: When the preset conditions are met, the first feedback information is played.

8. The method according to claim 7, characterized in that, The preset conditions include: The distance between the virtual camera and the target object is within a preset distance range, and / or there are no virtual obstacles on the line connecting the virtual camera and the target object.

9. The method according to claim 8, characterized in that, The method further includes: When a virtual obstacle exists on the line connecting the virtual camera and the target object, pause playback of the first feedback information; and A second feedback message is generated and played, wherein the second feedback message is used to indicate that there is a virtual obstacle between the virtual camera and the target object.

10. The method according to claim 1, characterized in that, The method further includes: If the included angle of the target is 0, generate target feedback information; The target feedback information includes at least one of the following: sound information, vibration information, and visual feedback identifiers, and the target feedback information is used to indicate that the target object has been identified.

11. The method according to claim 1, characterized in that, Before generating the first feedback information in response to the target angle being within a preset angle range, the method further includes: Obtain the target distance between the virtual camera and the target object; Based on the target distance, a preset angle range is determined from multiple specified angle ranges.

12. A data processing device for games, characterized in that, The device includes: The acquisition unit is used to acquire the target direction from which the virtual camera points to the target object in the game scene; A determining unit is used to determine the target angle formed by the shooting direction of the virtual camera and the target direction; The generation unit is configured to generate first feedback information in response to the target angle being within a preset angle range, wherein the first feedback information includes at least one of the following: sound information and vibration information.

13. An electronic device, characterized in that, include: processor; as well as A memory for storing a data processing program, which, when the electronic device is powered on and runs through the processor, performs the method as described in any one of claims 1-11.

14. A computer-readable storage medium, characterized in that, The system contains a data processing program that is executed by a processor to perform the method as described in any one of claims 1-11.