A low-power touch and pressure combined sensing method for an animation interactive device
Patent Information
- Application Number
- CN202611026526.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-07-10
- Publication Date
- 2026-10-13
AI Technical Summary
目前,现有技术大多采用持续运行的触控检测机制以及固定触发方式的压力感知机制,对用户交互行为进行统一监测与响应,缺乏对用户视觉关注状态、触控空间分布特征以及按压行为可信程度的协同感知与分级激活机制,导致设备在非真实交互阶段仍持续消耗感知资源,容易将误触、偶然接触等非目标操作识别为有效交互行为,造成功耗增加、交互意图识别准确性下降以及反馈内容与剧情场景匹配度不足,因此,提出一种用于动漫交互设备的低功耗触控与压力联合感知方法
本发明通过对动漫交互设备的视觉关注状态、触控空间分布特征及压力触发可信度进行分级联动感知,并结合场景节点效应与声场能量实现交互反馈自适应调节,在内容展示状态基于角色占屏面积与凝视停留时长计算角色关注度,用于判断用户角色关注度水平,在触控阶段依据交互热点密度与触控偏移距离确定触控聚集区域,实现触控扫描资源定向集中,在压力感知阶段对触控事件进行选择性触发,结合触控面扩张速率与振动反馈时延计算按压可信系数,以实现压力模块按需激活,在反馈阶段结合节点效应等级与声场能量调整交互沉浸权重,从而切换交互反馈模式,由此实现触控与压力感知资源的动态调度,在降低功耗的同时提升沉浸交互体验。
Smart Images

Figure CN122902866A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of low-power sensing technology, and more specifically, to a low-power touch and pressure sensing method for interactive animation devices. Background Technology
[0002] With the development of digital display technology for animation content, animation interactive devices are gradually evolving from traditional passive playback terminals to smart terminals with real-time interactive capabilities. When watching animation content, users will not only interact with characters, scenes and plot elements through clicking, swiping, long-pressing and other methods, but also have different levels of participation needs at different plot points.
[0003] The existing technology has the following shortcomings: Currently, most existing technologies employ continuous touch detection mechanisms and pressure sensing mechanisms with fixed triggering methods to uniformly monitor and respond to user interaction behaviors. However, they lack collaborative perception and hierarchical activation mechanisms that consider user visual attention status, touch spatial distribution characteristics, and the credibility of pressing behavior. This results in devices continuously consuming sensing resources during non-real interaction phases, easily misidentifying non-target operations such as accidental touches as valid interaction behaviors. Consequently, power consumption increases, the accuracy of interaction intent recognition decreases, and the matching degree between feedback content and plot scene is insufficient. Therefore, a low-power touch and pressure joint sensing method for animation interactive devices is proposed.
[0004] The information disclosed in the background section is only intended to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention
[0005] To overcome the aforementioned deficiencies of the prior art, embodiments of the present invention provide a low-power touch and pressure joint sensing method for animation interactive devices. This method addresses the problems mentioned in the background art by employing a visual attention-driven touch sensing activation mechanism, a touch area dynamic scanning mechanism based on interactive hotspot distribution, a pressure credibility assessment mechanism oriented towards real interactive intentions, and an interactive mode adaptive adjustment mechanism that integrates scene node effects and sound field feedback.
[0006] To achieve the above objectives, the present invention provides the following technical solution: a low-power touch and pressure joint sensing method for animation interactive devices, comprising the following steps: Step S1: After the animation interactive device displays content, collect the screen area occupied by the character in the current animation scene, track the user's gaze duration on the display area, and calculate the character attention based on the combined screen area occupied by the character and the gaze duration to determine whether the touch perception mechanism is triggered. Step S2: After triggering the touch perception mechanism, detect the interaction hotspot density and touch offset distance of the current animation scene, correct the interaction hotspot density using the character attention, and identify the touch gathering area by combining the touch offset distance; Step S3: Switch the scanning mode of the touch gathering area and monitor the touch events in the touch gathering area. Activate the pressure sensing module based on the touch events. Use the pressure sensing module to collect the touch surface expansion rate and vibration feedback delay and calculate the press confidence coefficient. Step S4: Access the scene control platform to retrieve the node effect level of the current animation scene, combine it with the press credibility coefficient to generate the interactive immersion weight, collect the sound field energy value of the speaker to adjust the interactive immersion weight, and determine whether to switch the interactive feedback mode of the current animation scene.
[0007] In a preferred embodiment, in step S1, after the animation interactive device enters the content display state, the screen area occupied by the character and the duration of gaze are continuously collected, with one content display as the statistical window length. Content display status refers to the operational state of the animation interactive device after it has completed loading animation resources and entered the continuous output stage of the screen; The screen area occupied by the character is the ratio of the number of pixels in the outline area of the target anime character in the current display to the total number of pixels displayed in the entire frame; The gaze duration is the cumulative value of the continuous and stable time that the user's gaze remains within the outline area of the target anime character.
[0008] In a preferred embodiment, in step S1, after processing the screen area occupied by the character and the gaze duration using the max-min normalization method, the character attention is constructed using the weighted summation method. The user's attention level is compared with the preset touch perception trigger threshold. When the user's attention level is greater than or equal to the preset touch perception trigger threshold, the user is determined to be in a high user attention state and the touch perception mechanism is triggered. When the attention level of a character is less than the preset touch sensing trigger threshold, the system maintains a low-power standby scanning state and does not trigger the touch sensing mechanism.
[0009] In a preferred embodiment, in step S2, after the touch sensing mechanism is triggered, the scene control platform retrieves the interactive hotspot object information in the current animation scene; Interactive hotspots refer to interactive elements in the current animation scene that respond to user touch operations and trigger plot progression, character action changes, interface switching, or special effects feedback. Statistics show the number of frequently interacting objects within the area; The total display area of the display area is obtained, and the normalized display area is obtained by dividing the total display area of the display area by the total area of the entire screen. The interaction hotspot density is calculated by dividing the number of interactive hotspot objects in the display area by the normalized area. By leveraging the attention of characters, the density of interactive hotspots can be adjusted, thus constructing a system to adjust the density of interactive hotspots based on their attention levels.
[0010] In a preferred embodiment, in step S2, the coordinates of all touch landing points in the historical statistics window are obtained through the touch panel controller, and the Euclidean distance between each touch landing point and the center position of the most recent interactive hot spot object is calculated to obtain the touch offset distance. Calculate the average of all touch offset distances within the historical statistics window, and then perform an analysis on the average touch offset distance. Normalization is performed to obtain the normalized average touch offset distance. A touch clustering index is constructed based on the normalized average touch offset distance and the attention correction interaction hotspot density. The touch clustering index is mapped to the spatial coordinate grid corresponding to the current display area. When the touch clustering index is greater than or equal to the preset clustering recognition threshold, the continuous areas are merged into connected components, and the merged area is determined as the touch clustering area. No action is taken when the touch aggregation index is less than the preset aggregation recognition threshold.
[0011] In a preferred embodiment, in step S3, after obtaining the touch cluster area, the touch sensing unit corresponding to the touch cluster area is switched to high-frequency scanning mode, while the touch sensing unit corresponding to the non-touch cluster area is maintained in low-frequency scanning mode. The high-frequency scanning mode is used to increase the sampling frequency of touch data to enhance the real-time capture capability of user touch behavior, while the low-frequency scanning mode is used to maintain basic touch monitoring functions, thereby reducing the overall touch sensing power consumption. Continuously monitor touch events within the touch cluster area. When a touch event is detected, activate the pressure sensing module and enter the press behavior recognition stage. Touch events refer to the interaction records formed after the touch panel controller detects effective contact between a user's finger, stylus, or other conductive medium and the touch panel; The pressure sensing module is a pressure detection unit located on the lower layer of the touch panel or integrated inside the touch structure.
[0012] In a preferred embodiment, in step S3, after the pressure sensing module is activated, it collects touch contact area data corresponding to the touch event within a continuous sampling period and calculates the touch surface expansion rate. Touch surface expansion rate refers to the rate at which the area of the touch contact region increases over time during user touch operation; When a touch event is detected, the vibration feedback unit outputs a vibration feedback signal to the current touch area, and the pressure sensing module records the time when the vibration feedback signal is emitted. Record the response time when a pressure response caused by a vibration feedback signal is detected. Subtracting the response time from the vibration feedback signal emission time yields the vibration feedback delay. The expansion rate of the touch surface and the vibration feedback delay were respectively tested. After normalization, the pressure confidence coefficient is constructed.
[0013] In a preferred embodiment, in step S4, the scene control platform is accessed to retrieve the node effect level corresponding to the current animation scene. The node effect level is a scene attribute parameter pre-established by the scene control platform based on the animation content arrangement logic. The plot nodes are divided into three categories: normal progression nodes, interaction enhancement nodes, and climax performance nodes, and each node effect level is set accordingly. The node effect levels are normalized by mean normalization to obtain normalized node effect levels. Retrieve the pressure credibility coefficient and combine it with the normalized node effect level to construct the interactive immersion weight; The sound field energy value of the speaker in the current sampling period is obtained through the audio driver module.
[0014] In a preferred embodiment, in step S4, a preset lower limit value and a preset upper limit value of the comfort zone are set for the adjustment of the interaction immersion weight. The sound field energy value is normalized to obtain the normalized sound field energy value; When the normalized sound field energy value is between the lower limit and the upper limit of the preset comfort range, the adjusted interactive immersion weight is constructed based on the normalized sound field energy value. When the normalized sound field energy value is lower than the lower limit of the preset comfort range or higher than the upper limit of the preset comfort range, the adjusted interactive immersion weight will be assigned the original interactive immersion weight. When the adjusted interactive immersion weight is greater than or equal to the preset feedback mode switching threshold, the current animation scene is determined to meet the high immersive interaction conditions, and the enhanced interactive feedback mode is switched. When the adjusted interactive immersion weight is less than the preset feedback mode switching threshold, switch to energy-saving interactive feedback mode; Enhanced interactive feedback mode improves the intensity of character motion feedback, haptic feedback, and scene special effects. The energy-saving interactive feedback mode reduces the frequency of unnecessary feedback resource calls.
[0015] The technical effects and advantages of this invention are as follows: This invention achieves hierarchical and interconnected perception of the visual attention state, touch space distribution characteristics, and pressure trigger reliability of interactive animation devices. It also incorporates scene node effects and sound field energy to achieve adaptive adjustment of interactive feedback. In the content display state, character attention is calculated based on the character's screen area and gaze duration to determine the user's character attention level. During the touch phase, touch aggregation areas are determined based on interaction hotspot density and touch offset distance, enabling targeted concentration of touch scanning resources. In the pressure perception phase, touch events are selectively triggered, and the pressure reliability coefficient is calculated based on the touch surface expansion rate and vibration feedback delay to enable on-demand activation of the pressure module. In the feedback phase, the interaction immersion weight is adjusted by combining node effect levels and sound field energy, thereby switching the interaction feedback mode. This achieves dynamic scheduling of touch and pressure perception resources, reducing power consumption while enhancing the immersive interactive experience. Attached Figure Description
[0016] Figure 1 This is a flowchart illustrating the implementation of a low-power touch and pressure sensing method for an interactive animation device according to the present invention.
[0017] Figure 2 This is a schematic diagram illustrating the steps of a low-power touch and pressure sensing method for an interactive animation device according to the present invention. Detailed Implementation
[0018] The technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0019] This invention achieves hierarchical and interconnected perception of the visual attention state, touch space distribution characteristics, and pressure trigger reliability of interactive animation devices. It also incorporates scene node effects and sound field energy to achieve adaptive adjustment of interactive feedback. In the content display state, character attention is calculated based on the character's screen area and gaze duration to determine the user's character attention level. During the touch phase, touch aggregation areas are determined based on interaction hotspot density and touch offset distance, enabling targeted concentration of touch scanning resources. In the pressure perception phase, touch events are selectively triggered, and the pressure reliability coefficient is calculated by combining the touch surface expansion rate and vibration feedback delay to enable on-demand activation of the pressure module. In the feedback phase, the interaction immersion weight is adjusted by combining node effect levels and sound field energy, thereby switching the interactive feedback mode. This achieves dynamic scheduling of touch and pressure perception resources.
[0020] Example 1, as Figures 1 to 2As shown, a low-power touch and pressure joint sensing method for animation interactive devices includes the following steps: Step S1: After the animation interactive device displays content, collect the screen area occupied by the character in the current animation scene, track the user's gaze duration on the display area, and calculate the character attention based on the combined screen area occupied by the character and the gaze duration to determine whether the touch perception mechanism is triggered. Step S2: After triggering the touch perception mechanism, detect the interaction hotspot density and touch offset distance of the current animation scene, correct the interaction hotspot density using the character attention, and identify the touch gathering area by combining the touch offset distance; Step S3: Switch the scanning mode of the touch gathering area and monitor the touch events in the touch gathering area. Activate the pressure sensing module based on the touch events. Use the pressure sensing module to collect the touch surface expansion rate and vibration feedback delay and calculate the press confidence coefficient. Step S4: Access the scene control platform to retrieve the node effect level of the current animation scene, combine it with the press credibility coefficient to generate the interactive immersion weight, collect the sound field energy value of the speaker to adjust the interactive immersion weight, and determine whether to switch the interactive feedback mode of the current animation scene.
[0021] The specific implementation is as follows: In step S1, after the animation interactive device enters the content display state, the screen area occupied by the character and the duration of gaze are continuously collected, with one content display as the statistical window length, and a continuous statistical window set is established.
[0022] Content display status refers to the operational state of the animation interactive device after it has completed loading animation resources and entered the continuous output stage of the screen.
[0023] The display rendering module obtains the screen area occupied by the character in the current animation scene. The screen area occupied by the character is the ratio of the number of pixels in the outline area of the target animation character in the current display to the total number of pixels in the entire frame. It represents the degree of spatial proportion of the character in the animation scene and reflects the visual salience of the character. The larger the value, the higher the visual proportion of the character in the picture and the stronger its ability to attract the user's visual attention. It should be noted that the display rendering module is a software or hardware-software co-processing unit inside the animation interactive device used to generate and output animation images. It can access image object information, character boundary information, and pixel distribution information in the current display frame to obtain the outline area of the target animation character. The target animation character refers to the character entity in the animation scene that is marked as the current interactive object by the display rendering module.
[0024] The front-facing visual tracking module continuously samples the user's eye movement trajectory to obtain the duration of the user's gaze on the display area. The gaze duration is the cumulative value of the time that the user's gaze point stays continuously and stably within the outline area of the target anime character. It represents the degree of visual attention sustained by the user in the current anime scene and reflects the stability of the user's visual attention. The larger the value, the higher the degree of sustained attention the user has to the currently displayed content.
[0025] It should be noted that the front-facing visual tracking module is a visual perception unit deployed near the display screen of the animation interactive device. It is used to collect the user's facial and eye images in real time and determine the user's current gaze direction through pupil positioning algorithm and gaze estimation algorithm. The eye movement trajectory refers to the continuous coordinate sequence formed by the change of the user's gaze point in the display area over time. The display area refers to the two-dimensional planar space on the display screen of the animation interactive device used to present animation images and perceive user interaction operations, covering the entire visible range of the screen.
[0026] After processing the character's screen area and gaze duration using the max-min normalization method, a character attention score is constructed to reflect the user's overall visual engagement with the current animation scene. The larger the score, the more focused and longer the user's visual attention is, thus increasing the probability of triggering the touch perception mechanism.
[0027] The specific calculation method for character attention is as follows: ; Where α and β are preset weighting coefficients, Indicates the level of attention a character receives. This indicates the screen area occupied by the normalized character. This indicates the normalized gaze duration.
[0028] It should be noted that the preset weighting coefficients and To characterize the contribution of screen area occupied by a character and gaze duration to the calculation of character attention, historical anime interaction datasets were retrieved, and the screen area occupied by characters, gaze duration, and corresponding actual interaction trigger results for each sample were statistically analyzed. Information entropy analysis was used to calculate the distinguishing ability of each parameter for interactive behavior; the lower the information entropy, the greater the amount of effective information contained in the parameter, and the higher its corresponding weight. After calculating the objective weights based on the information entropy of each parameter, normalization was performed to obtain the final result. and .
[0029] The system compares the user's attention level with a preset touch sensing trigger threshold. When the user's attention level is greater than or equal to the preset touch sensing trigger threshold, the system determines that the current user is in a high user attention state and triggers the touch sensing mechanism. When the user's attention level is less than the preset touch sensing trigger threshold, the system maintains a low-power standby scanning state and does not trigger the touch sensing mechanism.
[0030] Touch sensing mechanism refers to the touch detection working mode that animation interactive devices activate after detecting that the user has a high intention to participate in the interaction. It is mainly used to collect, locate and analyze touch behavior in the display area in real time and respond to the interaction.
[0031] It should be noted that the preset touch perception trigger threshold is used to distinguish whether the user has entered a high role attention state. A historical role attention sample library is established, and it is recorded whether effective touch behavior occurs within the time period corresponding to each role attention. The role attention data corresponding to all effective touch behaviors are extracted to form an effective touch attention distribution set, and its probability distribution characteristics are statistically analyzed. The preset percentile in the effective touch attention distribution set is used as the preset touch perception trigger threshold.
[0032] In step S2, after the touch sensing mechanism is triggered, the scene control platform retrieves the interactive hotspot object information in the current animation scene. The interactive hotspot object refers to the interactive element in the current animation scene that responds to the user's touch operation and triggers plot progression, character action changes, interface switching, or special effect feedback.
[0033] It should be noted that the scene control platform is a software control unit inside the animation interactive device used to manage the operation logic of animation scenes and the configuration of interactive resources. It is responsible for storing and maintaining the character information, plot node information, interactive hotspot object information, and scene status information corresponding to the current animation scene.
[0034] The number of interactive hotspot objects within the display area is counted, and the total display area is obtained. The normalized display area is obtained by dividing the total display area by the total screen area. The interactive hotspot density is then calculated by dividing the number of interactive hotspot objects within the display area by the normalized area. The calculation method is as follows: ; in, Indicates the density of interactive hotspots. This indicates the number of interactive hotspot objects within the display area. This represents the normalized display area.
[0035] Interactive hotspot density reflects the compactness of the spatial distribution of interactive elements in the current scene. The larger the value, the more interactive hotspot objects are distributed in a unit display area, and the more concentrated the potential targets for user touch operations are; the smaller the value, the sparser the interactive targets are, and the greater the spatial dispersion of user touch behavior may be.
[0036] By leveraging user attention levels to adjust the density of interactive hotspots, we can identify areas where user visual attention is higher and touch actions are more likely to converge on these areas. Therefore, we can construct a system to adjust the density of interactive hotspots based on user attention. ; in, This indicates a focus on adjusting the density of interactive hotspots. Indicates the density of interactive hotspots. This indicates the level of attention a character receives.
[0037] It should be noted that the focus on the density of interactive hotspots reflects the degree of actual interaction target clustering under the influence of role attention. The higher the value, the higher the likelihood that user touch behavior is concentrated in the interactive hotspot area.
[0038] The coordinates of all touch points within the historical statistics window are obtained through the touch panel controller. The Euclidean distance between each touch point and the center of the most recently interacted hotspot is calculated to obtain the touch offset distance. The specific calculation method is as follows: ; in, Indicates the first Each touch point coordinate, This indicates the coordinates of the center position of the most recently interacted hotspot object where the touch touch occurred. Indicates the touch offset distance.
[0039] Touch offset distance reflects the degree of deviation between the user's actual touch position and the expected interaction target position. The larger the value, the more scattered the user's touch behavior or the lower the positioning accuracy; the smaller the value, the more concentrated the user's touch behavior is near the interactive hotspot.
[0040] It should be noted that the touch panel controller is a touch data management unit located between the touch panel and the main processor. It is used to control the touch panel scanning process and collect touch event data. It can obtain information such as the coordinates of the touch landing point, the duration of the touch, and the time of the touch event in real time, and store the relevant data in the touch event buffer.
[0041] Calculate the average of all touch offset distances within the historical statistics window, and then perform an analysis on the average touch offset distance. After normalization, the average normalized touch offset distance is obtained. Based on the average normalized touch offset distance and the attention-corrected interaction hotspot density, a touch clustering index is constructed. ; in, Indicates the touch aggregation index; This represents the average value of the normalized touch offset distance; This indicates a focus on adjusting the density of interactive hotspots.
[0042] The touch clustering index represents the degree to which user touch behavior converges towards interactive hotspots in the current scenario. The larger the value, the more concentrated the interactive hotspots are, and the more obvious the regional clustering characteristics of user touch behavior. The smaller the value, the more discrete the touch behavior is.
[0043] The touch clustering index is mapped to the spatial coordinate grid corresponding to the current display area. When the touch clustering index is greater than or equal to the preset clustering recognition threshold, the continuous areas are merged into connected components, and the merged area is determined as the touch clustering area. When the touch clustering index is less than the preset clustering recognition threshold, no processing is performed.
[0044] The touch cluster area represents the display area where the current user is most likely to continuously perform touch operations.
[0045] It should be noted that the preset clustering recognition threshold is used to determine whether the current area has the conditions to form a touch clustering area. Historical animation interaction data samples are retrieved, and the touch clustering index in each historical scene is calculated. The occurrence of subsequent continuous touch behaviors of users within the corresponding time period is recorded. Samples with continuous touch behaviors are defined as valid clustering samples, and their corresponding touch clustering indices are extracted to form a valid clustering index sample set. The probability distribution statistics of the valid clustering index sample set are performed to obtain the distribution range and cumulative distribution characteristics of the touch clustering index. The touch clustering index corresponding to the 75% to 90% quantile interval in the valid clustering index sample set is selected as the preset clustering recognition threshold.
[0046] In step S3, after obtaining the touch cluster area, the touch panel controller performs a scanning mode switching process on the touch sensing unit corresponding to the touch cluster area, switching the touch sensing unit corresponding to the touch cluster area to a high-frequency scanning mode, while maintaining the touch sensing unit corresponding to the non-touch cluster area in a low-frequency scanning mode.
[0047] It should be noted that the touch sensing unit is the smallest touch detection unit that constitutes the sensing layer of the touch panel. It is formed by the intersection of sensing electrodes arranged along the row and column directions, and is used to detect capacitance changes in the corresponding area. The high-frequency scanning mode is used to increase the touch data sampling frequency to enhance the real-time capture capability of user touch behavior. The low-frequency scanning mode is used to maintain the basic touch monitoring function, thereby reducing the overall touch sensing power consumption.
[0048] The system continuously monitors touch events within the touch cluster area. When a touch event is detected, the pressure sensing module is activated, and the system enters the press behavior recognition stage.
[0049] It should be noted that a touch event refers to an interaction record formed after the touch panel controller detects effective contact between the user's finger, stylus, or other conductive medium and the touch panel; the pressure sensing module is a pressure detection unit located in the lower layer of the touch panel or integrated inside the touch structure, which is used to acquire the pressure change characteristics generated during the user's touch process.
[0050] After the pressure sensing module is activated, it continuously samples the change process of the touch contact area to obtain a continuous sampling period. Within the continuous sampling period, it collects touch contact area data corresponding to touch events and calculates the touch surface expansion rate. The touch surface expansion rate refers to the growth rate of the touch contact area over time during the user's touch process.
[0051] The touch surface expansion rate is calculated as follows: ; in, Indicates the expansion rate of the touch surface; and Indicates two adjacent sampling times; and This represents the contact area corresponding to two adjacent sampling times.
[0052] The touch surface expansion rate reflects the expansion trend of the contact area between the user's finger and the touch panel. The larger the value, the faster the contact area grows per unit time, indicating that the user is performing an active pressing action; the smaller the value, the smaller the change in contact area, indicating that the user is more likely to perform a light touch or swipe operation.
[0053] The vibration feedback delay is collected. When a touch event is detected, the vibration feedback unit outputs a vibration feedback signal to the current touch area, and the pressure sensing module records the time when the vibration feedback signal is emitted. At the same time, it monitors the pressure response changes in the touch area. When a pressure response caused by the vibration feedback signal is detected, the response time is recorded. The vibration feedback delay is calculated as follows: ; in, Indicates the vibration feedback delay; Indicates the time when the vibration feedback signal is emitted; Indicates the response time.
[0054] Vibration feedback delay reflects the ability of the touch contact state to transmit mechanical vibration feedback. The smaller the value, the more stable the touch contact state and the higher the contact coupling; the larger the value, the looser the contact state or the weaker the contact strength.
[0055] It should be noted that the vibration feedback unit is an actuator inside the animation interactive device used to generate tactile feedback effects. After receiving a control command, it generates mechanical vibration and transmits the vibration energy to the surface of the touch panel, so that the user can perceive the corresponding tactile feedback. The vibration feedback signal is a standardized vibration excitation signal output by the vibration feedback unit under preset driving conditions, which includes fixed vibration frequency, vibration amplitude and duration parameters.
[0056] To eliminate the influence of different dimensions on subsequent calculations, the touch surface expansion rate and vibration feedback delay were respectively adjusted. Normalization is performed to obtain the normalized touch surface expansion rate and the normalized vibration feedback delay.
[0057] Based on the normalized touch surface expansion rate and the normalized vibration feedback delay, a press confidence coefficient is constructed, calculated as follows: ; in, Indicates the confidence coefficient of the pressure applied; This represents the normalized touch surface expansion rate; This represents the normalized vibration feedback delay.
[0058] The press confidence coefficient comprehensively reflects the degree of confidence that the current touch event belongs to the real press behavior. When the touch surface expansion rate is larger and the vibration feedback delay is smaller, the press confidence coefficient is larger, indicating that the current touch behavior is more consistent with the characteristics of a real press. When the touch surface expansion rate is smaller and the vibration feedback delay is larger, the press confidence coefficient is smaller, indicating that the current touch behavior is more likely to be a light touch, swipe or accidental touch behavior.
[0059] In step S4, the scene control platform is accessed to retrieve the node effect level corresponding to the current animation scene. The node effect level is a scene attribute parameter pre-established by the scene control platform based on the animation content arrangement logic. It reflects the importance of the current scene in the overall animation interaction process. The larger the value, the more significant the impact of the current scene on the user's emotional engagement, plot progression, and interactive experience; the smaller the value, the smaller the impact of the current scene on the user's emotional engagement, plot progression, and interactive experience.
[0060] Specifically, the plot nodes are divided into three categories: normal progression nodes, interaction enhancement nodes, and climax performance nodes, and each is assigned a node effect level. Each plot node, character interaction node, task triggering node, or special effect performance node corresponds to a node effect level. To facilitate subsequent calculations, the node effect levels are normalized to obtain a normalized node effect level.
[0061] The credibility coefficient of the press is retrieved and combined with the normalized node effect level to construct the interaction immersion weight, which represents the intensity of user interaction and the importance of the current scene. The calculation method is as follows: ; in, Indicates the interaction immersion weight; Indicates the normalized node effect level; This represents the confidence coefficient of the pressure applied.
[0062] Interaction immersion weight reflects the overall coupling between the user's current interactive behavior and the animation scene content. The larger the value, the higher the user's participation in important plot points; the smaller the value, the lower the user's participation or the importance of the scene.
[0063] After completing the interactive immersion weight calculation, the sound field energy value of the speaker in the current sampling period is obtained through the audio driver module.
[0064] Specifically, the instantaneous amplitude sequence of the audio signal output by the loudspeaker is acquired, and the sound field energy value is calculated: ; in, This represents the sound field energy value; Indicates the total number of samples acquired within the current sampling period. One audio sampling point; Indicates the first The sampling amplitude corresponding to each sampling point.
[0065] The sound field energy value reflects the overall energy intensity of the audio output of the current anime scene. The larger the value, the stronger the background music, character dialogue or special effects sound effects in the current scene; the smaller the value, the smoother the audio performance of the current scene; high sound field energy values correspond to the climax of the plot, battle performance or key interactive stage, and serve as an auxiliary characterization parameter for immersive atmosphere.
[0066] It should be noted that the current sampling period refers to the time window interval used by the audio driver module to discretize the audio signal output by the speaker. The start time is determined by the change time of the plot node, and the end time is a fixed time interval after the start time. This time interval is sufficient to completely cover at least one audio feature change unit within one sampling period. The audio driver module is a functional unit used to control the speaker output and synchronously acquire audio signal features. The instantaneous amplitude sequence refers to the set of amplitudes formed by the discrete audio signal output by the audio driver module at sampling points with equal time intervals within the current sampling period.
[0067] The impact of sound field energy value on immersive experience is not a monotonically increasing relationship. Excessively high or low sound field energy value will destroy the user's immersive experience. Therefore, the adjustment of the interaction immersion weight is based on setting a preset lower limit and a preset upper limit of the comfort zone.
[0068] Perform sound field energy value Normalization is performed to obtain normalized sound field energy values. The interactive immersion weights are then adjusted in segments. When the normalized sound field energy value lies between the lower and upper limits of a preset comfort range, the adjusted interactive immersion weights are constructed based on these values. ; in, This indicates the adjusted interaction immersion weight; Indicates the interaction immersion weight; This represents the normalized sound field energy value.
[0069] When the normalized sound field energy value is lower than the lower limit of the preset comfort range or higher than the upper limit of the preset comfort range, the sound field energy value will not participate in the weight adjustment, and the adjusted interactive immersion weight will be assigned to the original interactive immersion weight.
[0070] It should be noted that the preset lower limit and the preset upper limit of the comfort zone are preset sound field energy comfort zone boundary values, which are determined by statistical analysis of user subjective immersion scores and corresponding sound field energy values in a large number of animation interactive scenarios.
[0071] The adjusted interaction immersion weight reflects the combined result of user interaction intent, scene importance, and scene atmosphere intensity. The higher the value, the more immersive the user is currently in.
[0072] The adjusted interactive immersion weight is compared with the preset feedback mode switching threshold. When the adjusted interactive immersion weight is greater than or equal to the preset feedback mode switching threshold, the current animation scene is determined to meet the high immersion interaction conditions, and the enhanced interactive feedback mode is switched to. When the adjusted interactive immersion weight is less than the preset feedback mode switching threshold, the energy-saving interactive feedback mode is switched to.
[0073] It should be noted that the preset feedback mode switching threshold is used to determine whether the interaction immersion weight meets the conditions for switching the interaction feedback mode. It is determined by statistical analysis of the user's actual immersion enhancement behavior in historical animation interaction data. The sample set of adjusted interaction immersion weights corresponding to the interaction feedback mode switching in historical scenarios is collected, the probability distribution analysis is performed on the sample set, and the weight distribution interval that can trigger a significant enhancement of the user's immersion experience is extracted. The lower quantile or the higher median quantile of the interval is used as the preset feedback mode switching threshold.
[0074] Enhanced interactive feedback mode increases the intensity of character action feedback, haptic feedback, and scene special effects; energy-saving interactive feedback mode reduces the frequency of unnecessary feedback resource calls.
[0075] Through the above processing, the pressure confidence coefficient is directly involved in the calculation of the interactive immersion weight. Combined with the characteristics of scene content and sound field atmosphere, the interactive feedback mode is dynamically adjusted, which reduces the overall energy consumption of the device while ensuring an immersive interactive experience.
[0076] Finally, it should be noted that in this paper, relational terms such as first and second are used only to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any such actual relationship or order between these entities or operations.
[0077] Furthermore, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes said element.
[0078] In this document, the singular forms “a,” “an,” and “the” may also include the plural forms unless the context clearly indicates otherwise. It should also be understood that terms such as “comprising / including” or “having” specify the presence of the stated features, integrals, steps, operations, components, parts, or combinations thereof, but do not preclude the possibility of the presence or addition of one or more other features, integrals, steps, operations, components, parts, or combinations thereof. Meanwhile, the term “and / or” as used in this specification includes any and all combinations of the associated listed items.
[0079] The various embodiments in this specification are described in a progressive manner. Each embodiment focuses on the differences from other embodiments. The various embodiments can be combined as needed, and the same or similar parts can be referred to each other.
[0080] The above description of the disclosed embodiments will enable those skilled in the art to make or use various modifications to these embodiments. It will be readily apparent to those skilled in the art that the general principles defined herein may be implemented in other embodiments without departing from the spirit or scope of this application. Therefore, this application is not to be limited to the embodiments shown herein, but is to be accorded the widest scope consistent with the principles and novel features disclosed herein.
Claims
1. A low-power touch and pressure sensing method for interactive animation devices, characterized in that: Includes the following steps: Step S1: After the animation interactive device displays content, collect the screen area occupied by the character in the current animation scene, track the user's gaze duration on the display area, and calculate the character attention based on the combined screen area occupied by the character and the gaze duration to determine whether the touch perception mechanism is triggered. Step S2: After triggering the touch perception mechanism, detect the interaction hotspot density and touch offset distance of the current animation scene, correct the interaction hotspot density using the character attention, and identify the touch gathering area by combining the touch offset distance; Step S3: Switch the scanning mode of the touch gathering area and monitor the touch events in the touch gathering area. Activate the pressure sensing module based on the touch events. Use the pressure sensing module to collect the touch surface expansion rate and vibration feedback delay and calculate the press confidence coefficient. Step S4: Access the scene control platform to retrieve the node effect level of the current animation scene, combine it with the press credibility coefficient to generate the interactive immersion weight, collect the sound field energy value of the speaker to adjust the interactive immersion weight, and determine whether to switch the interactive feedback mode of the current animation scene.
2. The low-power touch and pressure sensing method for an interactive animation device according to claim 1, characterized in that: In step S1, after the animation interactive device enters the content display state, the screen area occupied by the character and the duration of gaze are continuously collected, with one content display as the statistical window length. Content display status refers to the operational state of the animation interactive device after it has completed loading animation resources and entered the continuous output stage of the screen; The screen area occupied by the character is the ratio of the number of pixels in the outline area of the target anime character in the current display to the total number of pixels displayed in the entire frame; The gaze duration is the cumulative value of the continuous and stable time that the user's gaze remains within the outline area of the target anime character.
3. The low-power touch and pressure sensing method for an interactive animation device according to claim 2, characterized in that: In step S1, after processing the character's screen area and gaze duration using the max-min normalization method, the character's attention level is constructed using the weighted summation method. The user's attention level is compared with the preset touch perception trigger threshold. When the user's attention level is greater than or equal to the preset touch perception trigger threshold, the user is determined to be in a high user attention state and the touch perception mechanism is triggered. When the attention level of a character is less than the preset touch sensing trigger threshold, the system maintains a low-power standby scanning state and does not trigger the touch sensing mechanism.
4. The low-power touch and pressure sensing method for an interactive animation device according to claim 1, characterized in that: In step S2, after the touch sensing mechanism is triggered, the scene control platform retrieves the interactive hotspot object information in the current animation scene; Interactive hotspots refer to interactive elements in the current animation scene that respond to user touch operations and trigger plot progression, character action changes, interface switching, or special effects feedback. Statistics show the number of frequently interacting objects within the area; The total display area of the display area is obtained, and the normalized display area is obtained by dividing the total display area of the display area by the total area of the entire screen. The interaction hotspot density is calculated by dividing the number of interactive hotspot objects in the display area by the normalized area. By leveraging the attention of characters, the density of interactive hotspots can be adjusted, thus constructing a system to adjust the density of interactive hotspots based on their attention levels.
5. A low-power touch and pressure sensing method for an interactive animation device according to claim 4, characterized in that: In step S2, the coordinates of all touch landing points in the historical statistics window are obtained through the touch panel controller, and the Euclidean distance between each touch landing point and the center position of the most recent interactive hot spot object is calculated to obtain the touch offset distance. Calculate the average of all touch offset distances within the historical statistics window, and then perform an analysis on the average touch offset distance. Normalization is performed to obtain the normalized average touch offset distance. A touch clustering index is constructed based on the normalized average touch offset distance and the attention correction interaction hotspot density. The touch clustering index is mapped to the spatial coordinate grid corresponding to the current display area. When the touch clustering index is greater than or equal to the preset clustering recognition threshold, the continuous areas are merged into connected components, and the merged area is determined as the touch clustering area. No action is taken when the touch aggregation index is less than the preset aggregation recognition threshold.
6. A low-power touch and pressure sensing method for an interactive animation device according to claim 5, characterized in that: In step S3, after obtaining the touch cluster area, the touch sensing unit corresponding to the touch cluster area is switched to high-frequency scanning mode, while the touch sensing unit corresponding to the non-touch cluster area is maintained in low-frequency scanning mode. The high-frequency scanning mode is used to increase the sampling frequency of touch data to enhance the real-time capture capability of user touch behavior, while the low-frequency scanning mode is used to maintain basic touch monitoring functions, thereby reducing the overall touch sensing power consumption. Continuously monitor touch events within the touch cluster area. When a touch event is detected, activate the pressure sensing module and enter the press behavior recognition stage. Touch events refer to the interaction records formed after the touch panel controller detects effective contact between a user's finger, stylus, or other conductive medium and the touch panel; The pressure sensing module is a pressure detection unit located on the lower layer of the touch panel or integrated inside the touch structure.
7. The low-power touch and pressure sensing method for an interactive animation device according to claim 1, characterized in that: In step S3, after the pressure sensing module is activated, it collects touch contact area data corresponding to touch events within a continuous sampling period and calculates the touch surface expansion rate. Touch surface expansion rate refers to the rate at which the area of the touch contact region increases over time during user touch operation; When a touch event is detected, the vibration feedback unit outputs a vibration feedback signal to the current touch area, and the pressure sensing module records the time when the vibration feedback signal is emitted. Record the response time when a pressure response caused by a vibration feedback signal is detected. Subtracting the response time from the vibration feedback signal emission time yields the vibration feedback delay. The expansion rate of the touch surface and the vibration feedback delay were respectively tested. After normalization, the pressure confidence coefficient is constructed.
8. A low-power touch and pressure sensing method for an interactive animation device according to claim 7, characterized in that: In step S4, the scene control platform is accessed to retrieve the node effect level corresponding to the current animation scene. The node effect level is a scene attribute parameter that the scene control platform has pre-established based on the animation content arrangement logic. The plot nodes are divided into three categories: normal progression nodes, interaction enhancement nodes, and climax performance nodes, and each node effect level is set accordingly. The node effect levels are normalized by mean normalization to obtain normalized node effect levels. Retrieve the pressure credibility coefficient and combine it with the normalized node effect level to construct the interactive immersion weight; The sound field energy value of the speaker in the current sampling period is obtained through the audio driver module.
9. A low-power touch and pressure sensing method for an interactive animation device according to claim 8, characterized in that: In step S4, a preset lower limit and a preset upper limit of the comfort zone are set for adjusting the interaction immersion weight; The sound field energy value is normalized to obtain the normalized sound field energy value; When the normalized sound field energy value is between the lower limit and the upper limit of the preset comfort range, the adjusted interactive immersion weight is constructed based on the normalized sound field energy value. When the normalized sound field energy value is lower than the lower limit of the preset comfort range or higher than the upper limit of the preset comfort range, the adjusted interactive immersion weight will be assigned the original interactive immersion weight. When the adjusted interactive immersion weight is greater than or equal to the preset feedback mode switching threshold, the current animation scene is determined to meet the high immersive interaction conditions, and the enhanced interactive feedback mode is switched. When the adjusted interactive immersion weight is less than the preset feedback mode switching threshold, switch to energy-saving interactive feedback mode; Enhanced interactive feedback mode improves the intensity of character motion feedback, haptic feedback, and scene special effects. The energy-saving interactive feedback mode reduces the frequency of unnecessary feedback resource calls.