A multi-sensory environment linkage control method and system based on game event driving
Patent Information
- Application Number
- CN202611128779.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-07-28
- Publication Date
- 2026-10-20
AI Technical Summary
[0003]然而,这类现有方案的感官体验仅停留在视觉和听觉两个维度,或仅有简单的震动地板、风扇等单点反馈,缺乏游戏事件到多感官设备的实时映射机制,未建立环境感官与穿戴触觉的多通道协同联动,也不涉及穿戴式触觉反馈设备的应用
(1)全感官沉浸:从视觉+听觉扩展到环境感官(温控+风感+气味+震动+动感平台)+穿戴触觉(5级分级含EMS),玩家在沉浸式空间中获得全身感官包围;
Smart Images

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Abstract
Description
Technical Field
[0001] This application belongs to the field of immersive multi-display interaction technology, and more specifically, relates to a multi-sensory environment linkage control method and system based on game event-driven approaches. Background Technology
[0002] Existing immersive motion-sensing game experience centers typically use a CAVE 4-6 non-coplanar projection space, a hemispherical projection space, or an LED / LCD / OLED display surface to enclose the space, combined with a surround sound system and motion-sensing guns or pure visual skeletal tracking interaction methods to achieve an immersive visual and auditory presentation.
[0003] However, existing solutions in this field only offer sensory experiences in the visual and auditory dimensions, or simply provide single-point feedback such as floor vibrations or fans. They lack a real-time mapping mechanism from game events to multi-sensory devices, fail to establish multi-channel collaborative linkage between environmental senses and wearable haptic feedback, and do not involve the application of wearable haptic feedback devices. Furthermore, sensory effects in existing solutions are played according to a pre-programmed timeline, with all players passively receiving the same experience. This lack of a closed-loop driving mechanism of "player behavior—game events—sensory feedback" prevents the realization of differentiated sensory feedback triggered by real-time player interactions. All of these problems contribute to the insufficient immersion of existing immersive motion-sensory experiences.
[0004] Therefore, how to achieve multi-sensory channel collaborative control based on real-time game events during immersive motion-sensing games in order to improve the comprehensiveness and interactivity of the immersive experience is an urgent problem to be solved. Summary of the Invention
[0005] To address the shortcomings of existing technologies, the purpose of this application is to provide a multi-sensory environment linkage control method and system based on game events, which can realize multi-sensory channel collaborative linkage control based on real-time game events during immersive motion-sensory games, effectively improving the comprehensiveness and interactivity of the immersive experience.
[0006] To achieve the above objectives, in a first aspect, this application provides a multi-sensory environmental linkage control method based on game event-driven mechanisms, applied to an immersive motion-sensing game system. The system includes an array of environmental sensory devices and wearable haptic feedback devices. The immersive motion-sensing game system operates within an immersive motion-sensing game space, and includes the following steps: S10, In the immersive motion-sensing game space, a game event bus is established. Game events generated by the game engine are published through the game event bus. The game events include event type, three-dimensional coordinates of the event in the virtual space, event intensity, and affected player identifier. S20, the sensory orchestration engine subscribes to the game events, coordinates and controls at least two different types of sensory effect outputs according to the event type and the event intensity, and performs multi-sensory channel joint orchestration decision; the multi-sensory channel joint orchestration decision includes environmental sensory channel decision, wearable haptic channel decision and temporal orchestration decision, the environmental sensory channel decision determines the subset of environmental senses to be triggered and their effect parameters according to the event type, the wearable haptic channel decision determines the feedback level and driving parameters of the wearable haptic channel according to the event type and the event intensity, and the temporal orchestration decision determines the triggering sequence of each sensory channel; S30, the linkage timing arranger uniformly arranges the triggering timing of the at least two different types of sensory channels according to the joint arrangement decision, so that the wearable tactile channel and the display screen channel are coordinated to start according to the timing strategy, and the feedback start time of the wearable tactile channel is earlier than the presentation time of the corresponding visual effect in the display screen channel. S40, according to the arranged sequence, send control commands to the environmental sensory device array and the wearable haptic feedback device so that the at least two different types of sensory effects are presented in sequence in the immersive somatosensory game space; S50 further includes a step of coordinating character facial expressions with a multi-sensory environment: When a game event triggers a change in the facial expression of the player's digital avatar, the character's expression type and intensity are detected. The character's expression type includes at least one of the following: pain, triumph, fear, alertness, excitement, neutrality, surprise, and clenching teeth. Based on the character's expression type and intensity, a predefined expression-environment linkage mapping table is queried to determine the corresponding multi-sensory environmental effect combination. The environmental effect combination includes at least two environmental effects from the following channels: temperature control, wind, odor, vibration, motion, lighting, audio, and wearable tactile channels. The parameters of the multi-sensory environmental effect combination are sent to the linkage timing orchestrator, and the start-up time offset is calculated based on the propagation delay of each sensory channel. The multi-channel environmental linkage is executed synchronously. The expression intensity modulates the parameters of each environmental effect, and the actual parameters are determined based on the mapping relationship between the normalized value of the expression intensity and the basic parameters. When the character's expression fades, the multi-sensory environmental effects gradually weaken, and each channel recovers to its state before the expression was triggered according to a preset decay time.
[0007] As a further preferred embodiment, in step S20, the feedback level of the wearable tactile channel is any one of a predefined plurality of feedback levels, each level corresponding to a different actuator type and driving parameters; the plurality of feedback levels includes at least a first level, a second level, a third level, a fourth level, and a fifth level; the actuator type corresponding to the first level is a vibration motor, driven by a continuous sine wave, used to provide mild cues; the actuator type corresponding to the second level is a linear actuator, driven by a decaying sine wave, used to provide mild impact feedback; the actuator type corresponding to the third level is a linear actuator, driven by a decaying sine wave with intermittent output, used to provide severe impact feedback; the actuator type corresponding to the fourth level is a combination of a linear actuator and a vibration motor, driven in a pulse mode, used to provide fatal injury feedback; the actuator type corresponding to the fifth level is an electrical pulse module, used to provide microcurrent stimulation feedback; and the fifth level can only be enabled after the user completes a safety confirmation before the game starts.
[0008] As a further preferred embodiment, in step S20, the wearable haptic channel decision-making also includes an attack event haptic mapping step: querying a predefined attack event haptic mapping table according to the event type to determine the corresponding haptic feedback mode; the attack event haptic mapping table defines the correspondence between various game event types and haptic feedback modes, and the haptic feedback mode includes haptic feedback level, driving waveform, and duration; a hit event corresponds to a single short vibration feedback mode, a critical hit event corresponds to a dual-segment vibration feedback mode, a successful dodge event corresponds to a light touch prompt feedback mode, a successful block event corresponds to a short hard vibration feedback mode, a failed block event corresponds to a strong continuous vibration feedback mode, an explosion damage event corresponds to a device-wide synchronized strong vibration followed by attenuation feedback mode, a continuous status effect event corresponds to a periodic pulse feedback mode, a death event corresponds to a long continuous strong vibration followed by a gradually weakening feedback mode, a resurrection event corresponds to a light touch followed by a gradually strengthening feedback mode, a teammate healing event corresponds to a gentle continuous vibration feedback mode, and a light and shadow effect attack event corresponds to an effect hit vibration plus short pulse superimposed feedback mode.
[0009] As a further preferred option, step S20 also includes a tactile feedback step for light and shadow effect attacks: when a player initiates a light and shadow effect attack action containing element attributes, a predefined light and shadow effect tactile mapping table is queried according to the attack type and element attributes of the attack action to determine the corresponding tactile feedback parameters, which include vibration frequency, vibration amplitude and driving waveform. Among them, different elemental attribute special effects attack types correspond to different combinations of tactile feedback parameters: sword aura attack corresponds to high-frequency narrow pulse vibration, with a vibration frequency of 200Hz~300Hz, a vibration amplitude of 0.5mm~1.5mm, and a driving waveform of attenuated sine wave; fire attack corresponds to mid-frequency wide pulse vibration, with a vibration frequency of 100Hz~200Hz, a vibration amplitude of 1.0mm~3.0mm, and a driving waveform of pulse square wave; frost attack corresponds to low-frequency continuous vibration, with a vibration frequency of 50Hz~120Hz, a vibration amplitude of 0.3mm~1.0mm, and a driving waveform of continuous sine wave; lightning attack corresponds to high-frequency transient pulse, with a vibration frequency of 250Hz~300Hz, a vibration amplitude of 1.5mm~3.5mm, and a driving waveform of attenuated square wave.
[0010] As a further preferred embodiment, in step S20, the wearable haptic channel decision-making also includes spatial positioning linkage: obtaining the three-dimensional coordinate position of the attack hit point on the target player's body model; determining the actuator in the wearable device closest to the hit point as the trigger target based on the three-dimensional coordinate position; sending a haptic drive command to the trigger target; when the distance of the hit point within the mapping area of a certain vibration unit is less than a preset distance threshold, the vibration unit outputs at 100% intensity; when the hit point is located at the boundary of two vibration unit mapping areas and the distance difference is less than a preset boundary threshold, the two vibration units each output at a preset ratio intensity.
[0011] As a further preferred embodiment, in step S20, the sensory orchestration engine simultaneously runs an event-driven sensory layer and an environmental background sensory layer; the event-driven sensory layer is triggered by discrete game events and has a clear start time, end time, and intensity change curve; the environmental background sensory layer is determined by the current game scene state and is a continuously running background sensory effect; the event-driven sensory layer and the environmental background sensory layer run in superposition, and the environmental background sensory layer transitions smoothly when the scene changes.
[0012] As a further preferred embodiment, in step S30, the linkage timing arranger calculates the start-up time offset based on the physical propagation delay for the triggering sequence of different physical channels in the environmental sensory channel; wherein, the start-up time offset of the wind sensing channel is determined by dividing the distance from the fan of the wind sensing channel to the player by the wind speed; the start-up time offset of the temperature control channel is determined by the heat conduction time from the heating element of the temperature control channel to the player; the start-up time offset of the odor channel is determined by the diffusion time of odor molecules in the odor channel; and the vibration floor channel is started synchronously with the wearable tactile channel.
[0013] As a further preferred embodiment, in step S30, the unified orchestration also includes multi-channel priority arbitration: when multiple effects to be executed exist simultaneously in the same sensory channel, high-priority events override low-priority events; the priority of the wearable tactile channel is higher than that of the environmental sensory channel; and the priority of safety constraints is higher than that of all sensory effects.
[0014] As a further preferred option, step S40 also includes a multi-player differentiated feedback step: in the same attack event, different players receive different levels of tactile feedback due to their different positions; the feedback level is calculated based on the Euclidean distance between the radius of the attack event and the player's distance from the center of the attack, and the feedback level is calculated according to the distance decay function.
[0015] As a further preferred embodiment, in step S40, the distance decay function is any one of linear decay, exponential decay, or logarithmic decay; the feedback level in linear decay is max(1, round(original level × (1 - d / R))); the feedback level in exponential decay is max(1, round(original level × e^(-d / R))); the feedback level in logarithmic decay is max(1, round(original level × (1 - log(1+d) / log(1+R)))); where d is the distance from the player to the event source, and R is the radius of effect.
[0016] As a further preferred embodiment, in step S40, safety protection is implemented during the feedback output process: the maximum output current of the electrical pulse module is limited to a preset current threshold by hardware limiting, and the hardware fuse automatically cuts off when the current threshold is exceeded; if the cumulative duration of high-intensity feedback exceeds a preset cumulative threshold within any consecutive preset time window, subsequent feedback is automatically downgraded by one level; if the cumulative number of highest-level feedbacks exceeds a preset number threshold within any consecutive preset time window, the system automatically disables the highest-level feedback for the player for a preset disable duration; the wearing status is detected by the skin contact sensor built into the wearable device, and the tactile output of the device is automatically paused when the device is not in contact with the skin.
[0017] As a further preferred embodiment, the safety protection also includes a graded temperature control strategy: in the normal temperature comfort mode, the temperature variation range is 16°C~38°C, and it can operate continuously; in the extreme environment mode, the temperature variation range is extended to 5°C~42°C, and the single continuous temperature variation does not exceed a preset time threshold. After the time limit is exceeded, it is forcibly restored to the normal temperature comfort mode.
[0018] As a further preferred embodiment, when a character triggers multiple expressions within a preset time, the sensory orchestration engine processes them according to the following strategy: for the same sensory channel, the later triggered expression effect overrides the earlier triggered expression effect, or they are executed in a mixed manner according to weight; for different sensory channels, each channel independently executes the effect corresponding to its own expression to achieve a composite sensory experience.
[0019] As a further preferred embodiment, when the environmental linkage effect driven by the character's facial expression and the environmental linkage effect directly driven by the game event are triggered simultaneously in the same sensory channel, the effect driven by the game event has a higher priority than the effect driven by the character's facial expression.
[0020] As a further preferred option, physical prop linkage steps are also included: Real-time tracking of the pose data of physical props in an immersive space, wherein the physical props have at least one of an inertial measurement unit, optical markers, and RFID / NFC tags built in; Map the pose of the physical props to the virtual game space coordinate system; Perform collision detection between the virtual object and the physical prop; When a collision occurs, visual effects are generated simultaneously on the virtual side, haptic feedback is provided on the physical prop side, and corresponding haptic feedback is provided on the wearable device side.
[0021] As a further preferred option, a region-aware triggering step is also included: The physical location of the player in the immersive space is detected in real time by a region sensing device, which includes at least one of a pressure-sensitive floor, an infrared human body detection array, a depth camera, and an ultra-wideband positioning device. The physical location is compared with the predefined trigger area boundary; When a player is detected entering the trigger area, an area entry event is generated and published to the game event bus; Based on the sensory configuration of the trigger area, the corresponding environmental sensory effects and wearable tactile effects are triggered.
[0022] As a further preferred embodiment, the wearable haptic feedback device includes at least one of the following device forms: a vibration armband, a vibration vest, a vibration glove, a vibration legband, and an EMS wristband or finger ring; the vibration armband is worn on the player's left or right forearm and is equipped with a linear actuator and a vibration motor; the vibration vest is worn on the player's torso and is equipped with multiple linear actuators and vibration motors distributed on the chest and back; the vibration legband is worn on the player's left or right thigh and is equipped with a linear actuator and a vibration motor; the corresponding rings of the EMS wristband or finger ring are worn on the player's wrist and fingers and are equipped with an electrical pulse module and a vibration motor.
[0023] As a further preferred option, a multi-sensory linkage step in the wire-jumping state is also included: The system detects the bouncing motion generated by the player through the wire bouncing device, which includes the take-off phase, the air phase, and the landing phase. According to the different stages of the bouncing motion, corresponding multi-sensory linkage effects are triggered respectively; The take-off phase generates a weightlessness simulation effect through the motion platform and an upward airflow effect through the wind-sensing channel; the air phase maintains the weightlessness state of the motion platform, generates a horizontal airflow effect through the wind-sensing channel, and generates a cooling effect through the temperature control channel; the landing phase generates a landing impact effect through the motion platform, generates a ground shock wave effect through the vibrating floor, and generates a landing sound effect through spatial audio.
[0024] As a further preferred option, the method also includes an extreme environment effect simulation step: simulating extreme weather and natural disaster scenarios through the collaborative operation of an array of environmental sensory devices, wherein the extreme environment scenarios include at least one of rainstorm scenarios, lightning scenarios, tsunami or giant wave scenarios, volcanic eruption scenarios, and earthquake scenarios; The rainstorm scene simulates rainfall, wind and rain, cooling, raindrop impact vibration, and lightning effects through a water mist spray device installed at the top of the immersive space, a wind-sensing channel, a temperature-controlled channel, a vibrating floor channel, and a lighting channel. The lightning scene simulates lightning strike effects through a light array generating high-frequency flashes throughout the space, an audio system generating loud bangs throughout the space, wearable haptic feedback devices generating instantaneous strong pulses, and a vibrating floor generating full-area vibration. The tsunami or giant wave scene is simulated by a dynamic platform that generates tilting and bumping, a wind-sensing channel that generates continuous strong wind, a temperature-controlled channel that generates rapid cooling, a vibrating floor that generates low-frequency surging, and an odor channel that releases moisture or seawater odor. The volcanic eruption scenario simulates the effect of a volcanic eruption by using a temperature control channel to generate a rapid temperature rise, a vibrating floor to generate continuous and strong vibrations, an odor channel to release burnt and sulfurous odors, a light array to generate an orange-red dimming effect, a dynamic platform to generate irregular shaking, and a wind channel to generate a heat wave preheated by infrared heating lamps. The earthquake scenario is simulated through a combination of multi-degree-of-freedom partitioned independent driving of the vibrating floor channel, irregular shaking and sudden drops generated by the motion platform, random flickering and sudden changes in brightness of the light array, and continuous low-frequency vibration generated by the wearable haptic feedback device to simulate the earthquake effect.
[0025] As a further preferred embodiment, the immersive motion-sensing game space is a multi-screen projection space, a hemispherical projection space, an LED display surface enclosed space, an LCD display surface enclosed space, or an OLED display surface enclosed space.
[0026] Secondly, this application provides a game event-driven multi-sensory environment linkage control system, employing any one of the methods described above, including: The game event detection and classification module is used to receive game events generated by the game engine in the immersive motion-sensing game space and publish them to the game event bus. The game events include event type, three-dimensional coordinates of the event in the virtual space, event intensity, and affected player identifier. A multi-sensory feedback strategy engine is used to subscribe to the game events and simultaneously perform environmental sensory channel decisions and wearable haptic channel decisions. The environmental sensory channel decisions determine the subset of environmental senses to be triggered and their effect parameters, while the wearable haptic channel decisions determine the feedback level and driving parameters of the wearable haptic channel based on the event type and the event intensity. An environmental sensory control subsystem, comprising at least two of a temperature control module, a wind sensor module, an odor module, a vibrating floor module, and a motion platform module, is deployed along the inner wall of the immersive space; A wearable haptic feedback subsystem includes a wireless communication base station and multiple wearable haptic feedback devices, each wearable haptic feedback device including at least one actuator. The wearable haptic feedback subsystem also includes a hierarchical control engine for controlling the corresponding type of actuator to output hierarchical haptic effects according to the feedback level. The linkage timing arranger is used to uniformly arrange the trigger timing of multiple channels, so that the feedback start time of the wearable haptic channel is earlier than the presentation time of the corresponding visual effect in the display screen channel. The safety monitoring module is used to monitor the output intensity and safety status of all sensor devices, and provides maximum intensity limit, continuous high intensity protection and emergency stop functions; The character expression coordination module is used to subscribe to the game event bus. When a game event triggers a change in the character's facial expression, it queries the expression-environment linkage mapping table, generates the corresponding multi-sensory environment effect combination parameters, and sends them to the linkage timing orchestrator. The physical prop recognition and linkage module is used to track the pose data of physical props in the immersive space in real time, perform collision detection between virtual objects and physical props, and trigger multi-terminal feedback from the virtual side, physical prop side and wearable device side when a collision occurs. The area awareness and triggering module is used to detect the player's physical position in real time through at least one of pressure-sensitive floor, infrared detection, depth camera or ultra-wideband positioning device, and generate an area entry event when the player enters a preset trigger area and publish it to the game event bus.
[0027] As a further preferred embodiment, the system adopts a hierarchical control architecture, in which the game event bus, multi-sensory feedback strategy engine, linkage timing orchestrator, and various sensory device control subsystems sequentially constitute the event publishing layer, strategy decision layer, timing orchestration layer, and device execution layer.
[0028] As a further preferred embodiment, the multi-sensory feedback strategy engine runs an event-driven sensory layer and an environmental background sensory layer simultaneously; the event-driven sensory layer is triggered by discrete game events and has a clear start time, end time, and intensity change curve; the environmental background sensory layer is determined by the current game scene state and is a continuously running background sensory effect; the event-driven sensory layer and the environmental background sensory layer run in superposition, and the environmental background sensory layer transitions smoothly when the scene changes.
[0029] As a further preferred embodiment, the game event bus is communicatively connected to the multi-sensory feedback strategy engine, the linkage timing orchestrator, the security monitoring module, the character expression collaborative linkage module, the physical prop recognition and linkage module, and the area perception and triggering module. Each module receives game events and triggers corresponding operations by subscribing to the game event bus. The wearable haptic feedback subsystem includes at least one BLE base station and multiple wearable haptic feedback devices. The BLE base station sends control commands to each wearable haptic feedback device through a BLE 5.0 wireless communication link, and each wearable haptic feedback device uploads its device status information to the BLE base station through a BLE 5.0 wireless communication link.
[0030] The beneficial effects of this application include: (1) Full sensory immersion: From visual and auditory senses to environmental senses (temperature control, wind, smell, vibration, and dynamic platform) and wearable tactile senses (5 levels including EMS), players are surrounded by all their senses in an immersive space; (2) Wearable haptic grading system: 5-level fine control covers the complete feedback spectrum from information prompts to slight pain, filling the technical gap of wearable haptic feedback in the field of immersive motion-sensing games; (3) Multi-channel collaborative arrangement: Multi-channel temporal control of environmental senses + wearable tactile senses (tactile sense first → visual coordination → environmental effect follow) to achieve a highly consistent sense of immersion; (4) Spatial positioning haptic: The attack hit location is spatially aligned with the vibration unit of the wearable device, achieving a precise mapping of "where it is hit, it vibrates"; (5) Interactive experience: Sensory effects are driven by player behavior in real time, and each experience is different, unlike the fixed script of 4D cinema; (6) Multiplayer differentiation: Players in different positions in the same event experience different intensities of sensory feedback; (7) Multiple security measures: Five security mechanisms protect players, including maximum intensity limit, continuous high intensity protection, user signature confirmation, emergency stop, and wear detection; (8) Full display form adaptation: covering all display forms such as projection / LED / LCD / OLED, 4-6 fold screen and hemispherical screen space; (9) Forming a high-tech barrier: The combination of wearable haptic graded protocol + multi-channel linkage arrangement + security mechanism forms a high-tech barrier, which competitors cannot avoid when trying to create an immersive wearable haptic experience; (10) Character expression-environment coordinated linkage: the two-level linkage link of game event → character facial expression → multi-sensory environmental effect allows players to feel the environmental changes in sync when they see "their own face" making an expression, realizing three-dimensional coordinated immersion of visual expression, physical touch and environmental senses, further enhancing immersion and emotional resonance; (11) Aerial Suspension Visual Feedback: Based on the CAVE multi-faceted projection, an aerial suspension imaging channel is introduced as the third display layer to generate naked-eye visible information such as HUD / UI / marks / effects (e.g., ammunition, health, score panel, skill selection interface, kill mark, etc.) in the player's activity space. This replaces the HUD function of traditional AR head-mounted display devices, eliminates the comfort, hygiene and individual adaptation issues caused by wearing a head-mounted display, and realizes a wearless information presentation experience that is visible to all players and can be used immediately. Attached Figure Description
[0031] Figure 1 This is a flowchart of the method provided in this application; Figure 2 This is a diagram of the multi-sensory linkage control system architecture provided in this application; Figure 3 This is a schematic diagram of the five-level tactile classification provided in this application; Figure 4 This is a schematic diagram of the multi-channel timing arrangement provided in this application; Figure 5 This is the flowchart of the expression-environment interaction provided in this application. Detailed Implementation
[0032] To make the objectives, technical solutions, and advantages of this application clearer, the following detailed description is provided in conjunction with the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are merely illustrative and not intended to limit the scope of this application.
[0033] In immersive multi-display motion-sensing games, existing technologies suffer from problems such as limited sensory dimensions, lack of wearable haptic feedback, non-interactive sensory feedback, lack of multi-channel collaboration, lack of physical prop linkage, lack of area triggering mechanisms, and insufficient immersion. Specifically, how to achieve real-time collaborative driving linkage between game events and environmental sensory channels (temperature control, wind, smell, floor vibration, motion platform) and wearable haptic feedback channels is the primary technical problem that this application aims to solve.
[0034] Simultaneously, this application also aims to address the following technical challenges: how to design a graded control protocol for wearable haptic feedback devices, covering the complete feedback spectrum from subtle information prompts to microcurrent stimulation while ensuring user safety; how to achieve multi-channel linkage between environmental senses and wearable haptics, including precise timing control (hapticity precedes visuals, environmental effects are calculated based on propagation delay); how to achieve spatial positioning linkage, i.e., spatial alignment between the attack hit location and the vibration unit of the wearable device; how to achieve bidirectional linkage between physical props and virtual scenes; how to detect the player's position in real time based on area perception and trigger game events; how to ensure the player's personal safety in multi-sensory linkage (especially involving EMS electrical pulses and strong vibrations); how to adapt to various display forms (projection / LED / LCD / OLED) and spatial forms (4-6 fold screen / hemispherical screen); and how to achieve a collaborative mechanism between game event-driven character facial expression changes and multi-sensory environmental linkage, i.e., when game events (injury / kill / being startled, etc.) trigger character facial expression changes, how to use the character's expression as an intermediate driving source to synchronously trigger the corresponding multi-sensory environmental effect combination, achieving cross-dimensional linkage between "expression → environment".
[0035] This application provides a multi-sensory environmental linkage control method and system based on game event-driven mechanisms. Its core architecture is a multi-sensory linkage control system based on a game event bus. It uses events generated by the game engine as the driving source and, through a unified sensory orchestration engine, simultaneously controls an array of environmental sensory devices (temperature control / wind sensing / odor / vibrating floor / motion platform) and a group of wearable haptic feedback devices (wearable device vibration / EMS electrical pulses) in the physical space. This achieves multi-channel linkage orchestration and supports physical prop linkage, area perception triggering, and safety protection. In this application, physical prop collision detection is only used as one triggering input method for game events to drive multi-sensory environmental linkage feedback; the spatial collision determination method of physical prop collision detection itself is not within the scope of protection of this application.
[0036] It should be noted that the games provided in this application include, but are not limited to, shooting games, and may also include other types of immersive interactive games such as fighting, racing, and adventure games. The following explanation will use shooting games as an example.
[0037] Specifically, such as Figure 1As shown, the method provided in this application includes the following steps: S1, Game Event Detection and Classification. A unified game event bus is established in the immersive multi-display projection space, through which game events generated by the game engine are published. These game events include event type (shooting hit / melee hit / explosion / damage / area entry / item interaction / scene transition / NPC attack / critical hit / dodge / block / death / resurrection / status effect (burn / poison, etc.)), the event's 3D coordinates in the virtual space, event intensity (normalized value [0.0, 1.0]), a list of affected players and the hit location area identifier for each player, and the attack source azimuth. Event detection sources include at least one of the following: motion-sensing gun infrared / ultrasonic positioning, IMU inertial sensor motion recognition, pure visual skeletal tracking recognition, and AR spatial anchoring collision detection.
[0038] S2, Multi-sensory Feedback Strategy Matching (Joint Decision-Making of Environmental and Wearable Haptic Channels). The sensory orchestration engine subscribes to game events and queries predefined sensory feedback strategies based on event type and attack attributes. This strategy simultaneously determines the feedback parameters of both the environmental sensory channel and the wearable haptic channel. The environmental sensory channel decision-making determines the subset of environmental sensors to be triggered (at least one of temperature control / wind / odor / vibrating floor / motion platform / lighting) and the effect parameters of each sub-channel (temperature change / wind speed / odor type / vibration frequency / platform movement trajectory, etc.) based on the event type. The wearable haptic channel decision-making system queries the attack event-haptic mapping table based on attack attributes (attack type, attack intensity, hit location) to generate a set of haptic drive parameters, including the target wearable device identifier (the wearable device unit corresponding to the hit location), feedback level (any level from level 1 to level 5), vibration frequency (20Hz-300Hz), vibration amplitude (0.1mm-5.0mm), drive waveform (continuous sine wave / pulse square wave / attenuated sine wave / random noise waveform / EMS microcurrent pulse) and duration (50ms-3000ms).
[0039] In the five-level hierarchical control protocol, Level 1 (Minor Warning) corresponds to an ERM (Earthquake Resonance Motor), with a frequency of 80-150Hz, an amplitude of 0.1-0.5mm, and a duration of 50-200ms, used for UI information feedback, teammate marking prompts, and low ammunition alerts. Level 2 (Minor Hit) corresponds to an LRA (Linear Actuator), with a frequency of 100-200Hz, an amplitude of 0.5-1.5mm, and a duration of 100-500ms, used for long-range shooting hits, stray bullet grazes, and weak attacks from NPCs. Level 3 (Severe Hit) corresponds to a LRA, with a frequency of 150-250Hz, an amplitude of 1.5-3.0mm, and a duration of 300-1000ms, including a 100-300ms interval, used for close-range shooting hits, melee weapon hits, and area damage. Level 4 (Lethal Damage) corresponds to a linear actuator plus a vibration motor. The linear actuator frequency is 200-300Hz, amplitude is 2.0-4.0mm, pulse mode on / off ratio is 7:3, ERM is superimposed with low-frequency resonance, duration is 500-2000ms, used for fatal blows, within the blast radius, and continuous critical hits to cause death. Level 5 (Microcurrent Stimulation) corresponds to an EMS electrical pulse module, pulse frequency is 2-80Hz, pulse width is 50-500μs, current is 0.5-5mA, duration is 200-1000ms, used for lethal attacks from special weapons and final BOSS skill hits. Levels 1 to 4 are the default levels available to all users. Level 5 requires users to sign a safety confirmation before starting the game to activate.
[0040] As an optional extension, the aerial levitation visual feedback channel decision-making mechanism, building upon the multi-display projection channel, allows the sensory orchestration engine to simultaneously determine the display parameters of the aerial levitation visual feedback channel. The aerial levitation visual feedback channel refers to a channel for presenting suspended visual information within the player's activity space, visible to the naked eye without the player wearing any head-mounted display. It can be implemented using any of the following aerial levitation imaging technologies: negative refraction lens light field reconstruction, holographic optical element diffraction imaging, multi-layer lens array light field display, or volumetric display. The display parameters of the aerial levitation visual feedback channel include the three-dimensional coordinate position of the suspended image in the player's activity space, the type of displayed content (HUD information / interactive panel / dynamic effects / settlement screen), display size and field of view, and spatial alignment parameters with the multi-display projection content. Based on the game state and event type, the sensory orchestration engine queries predefined event-levitation visual mapping rules to determine the display parameters of the aerial levitation visual feedback channel. The aerial levitation visual feedback channel is arranged in parallel with the multi-display projection channel, the aerial non-wearable haptic channel, and the wearable haptic channel, forming a multi-layered feedback architecture of "multi-display projection (main visual layer) + aerial levitation imaging (levitation information layer) + wearable haptic feedback (body perception layer) + aerial haptic feedback (surrounding space perception layer) + environmental senses (spatial atmosphere layer)". Among them, the aerial levitation imaging channel, as the third display layer, complements the CAVE multi-display projection (first display layer, main visual scene) and wearable haptic feedback (body perception layer): multi-display projection is responsible for rendering large-screen immersive scenes, aerial levitation imaging is responsible for generating small-sized floating HUD / UI / markers / effects and other information in the player's space, and wearable devices are responsible for haptic feedback through direct physical contact. The three work together to allow players to obtain a complete information acquisition, visual immersion, and haptic perception experience without wearing any head-mounted display devices.
[0041] S3, Multi-channel Interlocking Arrangement (Timing Control). The interlocking timing arranger uniformly arranges the triggering sequence of multiple sensory channels, following the tactile-first principle, meaning that wearable tactile feedback starts before the visual display, leveraging the physiological characteristic that tactile perception precedes visual perception to enhance immersion. Taking an explosion event as an example: T+0ms, the wearable tactile channel begins strong vibration output (tactile first, the player feels the impact immediately); T+5ms, the light channel flashes white (lasting 100ms, explosion flash); T+12ms, the wearable tactile channel is outputting complete tactile parameters (BLE transmission latency less than or equal to 5ms, end-to-end latency less than or equal to 30ms); T+13 to 20ms, the display channel begins rendering the explosion effect (the visuals slightly lag behind the tactile feedback, enhancing the immersive feeling of feeling before seeing); T+25ms, the audio... The explosion sound effect in the channel begins to play (spatial audio plus low-frequency subwoofer, sound follows the visuals); at T+50ms, the directional fan array in the wind-sensing channel starts (wind speed of 0.8m / s simulates a shock wave, environmental effects are calculated based on air propagation delay); at T+100ms, the infrared heating lamp in the temperature-controlled channel starts (temperature difference +15°C, heat conduction delay is relatively large, start with appropriate lag); at T+200ms, the micro-odor release device in the odor channel starts (smell of gunpowder, odor diffusion is the slowest, start last); from T+0 to 200ms, the exciter under the floor in the vibration floor channel starts (frequency 50 Hz, amplitude 3mm, starts synchronously with the wearable tactile sensor, forming full-body vibration).
[0042] In the calculation of environmental effect propagation delay, the wind delay is equal to the distance from the fan to the player divided by the wind speed (typical value: 2m / 4m / s = 500ms, but to enhance the impact, it is actually started 50ms in advance); the temperature control delay is equal to the heat conduction time from the heating element to the player (typical value: 3-5 seconds, so the temperature control signal starts 100ms in advance to preheat using thermal radiation); the odor delay is equal to the diffusion time of odor molecules (typical value: 2-5 seconds, so the odor module starts a micro-pre-release 200ms in advance); the vibration floor delay is approximately 0ms (mechanical vibration propagation speed is extremely fast, synchronized with wearable tactile sensation).
[0043] The multi-channel priority arbitration rules are as follows: in the same physical area at the same time, high-priority events override low-priority events; wearable haptic channels take precedence over environmental sensory channels (touch contributes the most to immersion); only one effect is executed at a time in the same sensory channel, and new effects preempt old effects or are superimposed according to a preset mixing strategy; safety constraints always have the highest priority, and no sensory effect may exceed the safety threshold.
[0044] S4, Feedback Execution and Dynamic Adjustment. Each sensory device receives control commands and executes feedback output, while simultaneously performing dynamic adjustments during execution. Wearable haptic dynamic adjustment: Vibration intensity is adjusted in real-time based on the intensity decay curve of the attack event (e.g., explosive shockwave: strongest in the first 200ms, then linearly decaying); based on player wearing status detection, the intensity is automatically reduced by one level or the device's output is paused if the device is not worn correctly; during continuous high-intensity protection, the cumulative duration of level 4 and above within any consecutive 60 seconds does not exceed 8 seconds, otherwise it automatically downgrades. Environmental sensory dynamic adjustment: The environmental background layer and event-driven layer operate in tandem (e.g., a jungle breeze background plus an explosive shockwave event); the background layer transitions smoothly during scene changes (gradient time ≤ 3 seconds); adjustments are made based on player location differences (the farther away from the event center, the lower the sensory intensity). Multi-player differentiated feedback: Different players receive different levels of haptic feedback during the same attack event. The differentiation is based on the Euclidean distance between the radius of the attack event and the player's position, and the feedback level is calculated according to the distance decay function: Feedback level = max(1, round(original level × (1 - d / R))), where d is the distance from the player to the center of the attack, and R is the radius of the attack.
[0045] In one specific embodiment, the haptic advance time difference is 13ms~20ms, that is, the start time of wearable haptic feedback is 13ms~20ms earlier than the presentation time of the corresponding visual effect on the display screen. This takes advantage of the physiological characteristic that the human body's tactile perception speed (about 10ms) is faster than the visual perception speed (about 30ms) so that the player "feels" before "sees", thereby enhancing the immersive experience.
[0046] S5, Character Facial Expressions and Multi-Sensory Environment Coordination. Building upon steps S1 to S4, this application further establishes a mechanism for the coordinated interaction between character facial expression changes and multi-sensory environment effects. The character is a digital avatar of the player generated based on the player's facial scan, and the character's face possesses blendshape-driven capabilities. Character Facial Expression Detection and Classification: When the game engine detects a specific game event, it synchronously triggers changes in the character's facial expressions. The character's facial expression type is unified with the facial scan facial expression system in S5, including at least one of the following: EX01 pain, EX02 triumph, EX03 fear, EX04 vigilance, EX05 excitement, EX06 neutral, EX07 surprise, and EX08 grit. This expression type is not limited to the above eight types and can be extended to other expression types. The character's facial expressions are driven by facial blendshape parameters, and the expression intensity normalization value is [0.0, 1.0]. Expression-Environment Linkage Mapping: The sensory orchestration engine subscribes to character expression change events, queries a predefined expression-environment linkage mapping table based on expression type and intensity, and generates corresponding multi-sensory environmental effect combination parameters. Character expression changes, as one of the trigger sources for environmental linkage, run in parallel with game event triggers, forming a two-level linkage chain of "game event → character expression → environmental effect". Linkage Timing: Character expression changes and multi-sensory environmental effects are started synchronously, with expression rendering latency ≤ 1 frame (16.67ms). Environmental effects are started sequentially within 0-200ms after the expression begins rendering, according to the propagation latency of each channel. During the duration of the expression, environmental effects are maintained; when the expression fades, environmental effects gradually weaken synchronously.
[0047] The control system provided in this application is as follows: (a) System architecture (e.g.) Figure 2 (As shown) It includes a game event detection and classification module, a multi-sensory feedback strategy engine, an environmental sensory control subsystem, a wearable haptic feedback subsystem, a linkage timing arranger, a security monitoring module, a physical prop recognition and linkage module, an area perception and triggering module, and a character expression collaborative linkage module.
[0048] The game event detection and classification module detects attack interaction events in the game in real time (shooting hits / melee hits / explosions / injuries, etc.), classifies event types, extracts event attributes (3D coordinates, intensity, affected players, hit location, and source direction), and publishes them through the game event bus.
[0049] Multi-sensory feedback strategy engine: Subscribes to game events and executes joint decisions using both environmental and wearable haptic channels. It queries environmental sensory effect sequences based on event type and generates haptic drive parameter sets by querying the attack event-haptic mapping table based on attack attributes.
[0050] The environmental sensory control subsystem includes six sub-modules: temperature control, wind sensing, odor sensing, vibrating floor, dynamic platform, and water mist spray. These modules are deployed along the inner walls of the immersive space and receive control commands to output corresponding physical sensory effects.
[0051] Wearable haptic feedback subsystem: includes BLE base stations (1-2 per venue, coverage radius 8-15m), wearable device groups (4-6 devices per player: armbands x2 + vest x1 + optional gloves / legbands / EMS wristbands), and a hierarchical control engine. It receives haptic drive parameters and transmits them to the corresponding wearable devices via BLE 5.0, driving the actuators to output haptic feedback.
[0052] Linkage timing orchestrator: Unified arrangement of multi-channel trigger timing to ensure tactile sensation first (T+0ms tactile sensation → T+13~20ms visual sensation → T+50ms wind sensation → T+100ms temperature control → T+200ms odor), with each channel's start time offset calculated based on propagation delay.
[0053] Safety monitoring module: Five-fold safety mechanism (maximum intensity limit / continuous high intensity protection / user signature confirmation / emergency stop / wear detection), monitoring the output of all sensory devices throughout the process to ensure safety.
[0054] Physical prop recognition and linkage module: Real-time tracking of physical prop pose (IMU + optical marker fusion), performing virtual collision detection, and triggering bidirectional feedback.
[0055] Area perception and triggering module: Detects player position in real time through perception technologies such as pressure-sensitive floor, infrared detection, depth camera, and UWB, triggering area entry / exit events.
[0056] Character Expression Coordination Module: Subscribes to the game event bus. When a game event triggers a change in a character's facial expression, it synchronously queries the expression-environment linkage mapping table, generates corresponding multi-sensory environment effect combination parameters, and sends them to the linkage timing orchestrator for execution. Supports a two-level linkage chain of "game event → character expression → environment effect" with character expression as the intermediate driving source.
[0057] (II) The detailed solution for wearable haptic feedback is as follows: The hardware modules of wearable devices are shown in Table 1 below.
[0058] Table 1
[0059] The physical forms of the five wearable devices are shown in Table 2 below: Table 2
[0060] This application adopts a five-level hierarchical control protocol (such as...). Figure 3 As shown in Table 3, the brake types, drive waveforms, and safety requirements for each level are as follows: Table 3
[0061] A gradual increase (gradual rise) process of 100-300ms is used between each level to avoid discomfort caused by sudden jumps. For example, when gradually increasing from level 2 to level 3, the amplitude increases linearly from 1.5mm to the target value with a transition time of 200ms.
[0062] The attack event-haptic mapping table defines the correspondence between various game event types and haptic feedback modes, as shown in Table 4 below: Table 4
[0063] Regarding spatial positioning and linkage, a coordinate system for the player's body model is pre-established, and the vibration unit of the wearable device is mapped to the coordinate space of the body model, as shown in Table 5 below: Table 5
[0064] The three-dimensional coordinates of the hit point are (x_ hit, y When hitting (_hit, z_hit), the Euclidean distance to the center of the mapping area of each vibration unit is calculated, and the 1-3 closest vibration units are selected as trigger targets. If the hit point is within the mapping area of a unit (distance < 0.15m) → 100% intensity output. If the hit point is at the boundary between two mapping areas (distance difference < 0.1m) → 70% intensity output for each of the two units, achieving spatial gradation. In the CAVE multi-display system, when the hit effect appears on multiple display surfaces simultaneously, the main display surface (the display surface where the hit point is located) is determined, and the vibration direction of the wearable device is consistent with the orientation of the main display surface (e.g., hit on the right side screen → right arm ring triggers first; hit on the ground → leg ring triggers first).
[0065] In addition, wearable haptic feedback systems can also be used to indirectly verify spatial tracking accuracy: by comparing the number of hits determined by visual tracking with the number of haptic perceptions reported by the player, the missed detection rate of the tracking system can be evaluated, providing data support for system calibration.
[0066] This application also provides the following security mechanisms (5 security measures).
[0067] Safety Measure 1: Maximum Intensity Limitation. Hardware-level Limitation: The maximum output current of the EMS module is rigidly limited to 5mA. If this is exceeded, the hardware fuse will automatically trip (this cannot be overridden by software); Software-level Limitation: The haptic drive parameters sent by the game control server must not exceed the upper limit of level 5. If they are exceeded, they will be automatically cut off; Vibration Amplitude Hard Limitation: The maximum travel of the LRA is 5.0mm. If this is exceeded, a mechanical limiter will prevent it.
[0068] Safety Measure 2: Continuous High-Intensity Protection. Within any consecutive 60-second time window, the total duration of feedback at level 4 or above must not exceed 8 seconds; if the threshold is exceeded, the system will automatically downgrade subsequent feedback by one level (level 4 → level 3, level 5 → level 4), and restore it after 30 seconds; within any consecutive 5-minute time window, the cumulative number of level 5 feedbacks must not exceed 3; if the threshold is exceeded, the system will automatically disable level 5 feedback for that player for 300 seconds.
[0069] Safety Measure 3: User Signature Confirmation. Level 5 feedback requires users to sign an electronic safety confirmation form via touchscreen / mobile device before their first game session. The confirmation form includes: EMS microcurrent stimulation instructions, contraindications (not for pacemaker wearers / pregnant women / those with broken skin), and maximum intensity instructions. The confirmation record is stored on the game control server and is valid for 90 days, after which it must be reconfirmed.
[0070] Safety Measure 4: Emergency Stop. Each BLE base station is equipped with a physical emergency stop button, which immediately cuts off the output of all wearable devices when pressed; the game control server provides a software emergency stop interface, allowing operators to stop all wearable devices with one click via the console; the wearable devices themselves are equipped with physical buttons, which players can press and hold for 3 seconds to stop the haptic output of their own devices; after an emergency stop, operators must manually reset the device to restore it.
[0071] Safety Measure 5: Wearing Detection. Wearable devices detect wearing status via built-in IMU and skin contact sensors; if not worn correctly (device not in contact with skin or loose), the feedback intensity is automatically reduced by one level or the device output is paused; this prevents invalid output and device damage caused by the actuator directly acting on the air when the device is loose; a wearing verification is performed before the start of each game, and the game can only begin after all devices are confirmed to be worn.
[0072] As a downgraded alternative to pure visual tracking, reference marker patterns (such as AprilTag / ARToolKit markers) can be deployed on the walls / floors of the immersive space. Wearable devices or in-venue cameras can then use these marker patterns to help calculate the player's position and orientation. This solution is less accurate than optical tracking but less expensive, making it suitable for entry-level venues. The specific implementation of marker-assisted positioning is as follows: Reference marker patterns are deployed at preset intervals (1-2m recommended) on each wall and floor of the CAVE space; in-venue cameras (or existing motion-tracking cameras) identify the marker patterns in real time, and the pose of the player's wearable device is calculated using the known world coordinates of the marker patterns and their projected position in the image; the pose data is used to assist in spatial positioning linkage for hit detection and wearable haptic feedback; marker-assisted positioning can be integrated with pure visual skeletal tracking, using the global positioning constraints provided by the marker patterns to correct the cumulative drift of pure visual tracking.
[0073] (III) Environmental Sensory Control Subsystem Temperature control module. Hardware: Infrared heating lamp array + semiconductor cooling chip (deployed on the inner side of each wall in the immersive space); Temperature range: 16-38°C controllable, ambient reference temperature approximately 24°C; Effect parameters: Local area heating / cooling ΔT = ±15°C, response time ≤3 seconds; Temperature change rate limit: Heating / cooling rate ≤5°C / minute; Safety hard constraints: Physical temperature limiter automatically cuts off power at 55°C (cannot be overridden by software), software upper limit 50°C; Scene examples: Explosion → hot air rushes in (ΔT=+15°C), entering the ice cave → cold air (ΔT=-10°C), approaching the flame → local heating (+8°C).
[0074] Wind sensing module. Hardware: High-speed fan array (deployed on various walls and ceilings), supporting multi-directional airflow; Wind speed range: 0-8m / s adjustable (maximum instantaneous wind speed 8m / s, continuous wind ≤5m / s); Wind direction control: 360° directional airflow, supporting shock wave (short, strong wind), natural wind (random direction), and flight airflow (continuous unidirectional); Scenario examples: Explosion → short, strong wind (8m / s, lasting 500ms, simulating shock wave), Flight → continuous airflow (3m / s), Stealth → gentle breeze (0.5m / s).
[0075] Scent Module. Hardware: Electronic scent generator (multi-scent container + atomizing nozzle), deployed at the player's breathing height (1.2-1.8m); Scent Types: 6 basic scents (gunpowder / smoke / forest / damp / burnt / floral), supporting mixing and blending; Release Parameters: Concentration adjustable from 0-100%, release duration 0.5-10 seconds, residual dissipation time 3-8 seconds; Scene Examples: Battlefield → Gunpowder Scent (60% concentration), Jungle → Grass and Wood Scent (40% concentration), Sewer → Damp Scent (50% concentration).
[0076] Vibrating floor module. Hardware: A low-frequency vibration exciter array is installed under the CAVE floor (zone control, each zone is driven independently); Frequency range: 10-200Hz (below 10Hz is audible to the human ear, avoiding noise interference); Amplitude range: 0.5-10mm (peak displacement); Zone control: The floor is divided into 4-9 independent zones, which can trigger different frequencies / amplitudes in each zone; Scenario examples: Explosion → strong vibration (100Hz, amplitude 5mm, duration 300ms), distant explosion → slight vibration (30Hz, amplitude 1mm), earthquake → continuous low frequency (15Hz, amplitude 3mm, duration 5s).
[0077] Motion Platform Module (Optional). Hardware: 6-DOF motorized platform (Stewart platform), deployed at the player's standing position; Motion parameters: Pitch: ±15°, Roll: ±15°, Yaw: ±10°, Heave: ±150mm, Surge: ±100mm, Sway: ±100mm; Maximum load: 200kg; Response frequency: 0-20Hz (human motion perception range); Scene examples: Vehicle driving → platform simulates bumps (Heave ±30mm, frequency 2Hz); Being hit → platform shakes (Pitch ±5°, Roll ±5°, frequency 8Hz); Jumping → platform rapidly descends (Heave -100mm, 500ms) This application supports the simulation of extreme environmental effects. Within a CAVE / hemispherical immersive space, this application simulates extreme weather and natural disaster scenarios such as torrential rain, lightning, tsunamis / giant waves, and volcanic eruptions through the coordinated operation of an array of environmental sensory devices, providing players with a fully immersive extreme environmental experience. The sensory channels, hardware parameters, linkage timing, and scenario examples involved in each extreme environmental scenario are explained below.
[0078] The rainstorm scenario involves sensory channels including water mist / spray, wind, floor vibration, lighting, audio, temperature control, and odor. In the water mist / spray channel, the hardware uses a top-mounted spray / water mist device (installed above the ceiling / top display surface) with nozzle orifice diameters of 0.1-0.3mm, water pressure of 0.2-0.5MPa, and droplet diameter of 10-50μm to simulate rainfall effects. The water mist density is adjustable (light rain / moderate rain / heavy rain levels). In the wind channel, the hardware uses a high-speed fan array on the ceiling and side walls to generate wind speeds of 0-8m / s with programmable deflection of ±30° to change the direction of raindrops and simulate heavy rain. In the floor vibration channel, the hardware uses a low-frequency vibration exciter array under the floor, with a floor vibration frequency of 30-80Hz and an amplitude of 0.5-3mm, triggered globally or in zones, to simulate the vibration of raindrops hitting the ground and building structure. In the lighting channel, the hardware uses an LED light array on the ceiling / side walls to produce a 6500K white flash with adjustable brightness from 0-100% and a flashing frequency of 1-15Hz to simulate lightning effects. In the audio channel, the hardware uses a surround sound system with a subwoofer (SPL 85-105dB, frequency response 20Hz-20kHz) to simulate the ambient sounds of heavy rain and thunder (subwoofer ≤30Hz). In the temperature control channel, the hardware uses infrared heating lamps / semiconductor cooling chips to generate a temperature drop ΔT = -5°C to -10°C, with a change rate ≤3°C / min, to simulate the sensation of cooling during a heavy rain. In the odor channel, the hardware uses an electronic odor generator to release a damp / earthy smell at a concentration of 30%-60%, to simulate the smell of damp ground before / after a heavy rain.
[0079] The typical timing sequence for a rainstorm scene is as follows: the audio channel starts with the rainstorm ambient sound gradually entering at T+0ms (SPL 85dB→100dB, 1000ms fading); the water mist / spray starts synchronously at T+0ms (droplet density: moderate rain level); the wind sensing channel starts at T+100ms (wind speed 3m / s, direction deflected downwards 20°); the floor vibration starts at T+200ms (frequency 50Hz, amplitude 1.5mm, full range); the temperature control starts at T+500ms (ΔT=-5°C, 3000ms fading); the odor starts at T+1000ms (concentration 40%); the lights randomly trigger lightning (100% white full flash, lasting 80-150ms, random intervals of 5-15s); the thunder sound is played delayed after the lightning (SPL 105dB, frequency 20-80Hz), simulating the sound and light propagation delay. The intensity of rainstorms is controlled in three levels: light rain, moderate rain, and rainstorm. Each level corresponds to different combinations of water mist density, wind speed, vibration frequency / amplitude, temperature control ΔT, and lightning frequency.
[0080] Example Scenario: Jungle Level - Rainstorm Breakthrough - Players enter the middle section of the jungle, triggering a rainstorm event. The overhead sprinklers gradually increase in density from low mist to a downpour, the wind speed increases from a light breeze of 1 m / s to a strong gale of 6 m / s, and the floor vibrations increase from a light 30 Hz to a strong 80 Hz, accompanied by random lightning (every 5-8 seconds) and delayed thunder. Players' equipment experiences a continuous level 1 light vibration (the sensation of raindrops on their skin), and the temperature drops from 24°C to 18°C (ΔT = -6°C). The rainstorm gradually weakens after 45 seconds.
[0081] The lightning scene involves sensory channels including light, audio, wearable tactile feedback, floor vibration, and wind. In the light channel, the hardware uses ceiling / side wall LED light arrays (full space coverage) to generate high-frequency white / blue-white flashes with a color temperature of 7000-8000K, each flash lasting 80-200ms, at a frequency of 8-15Hz, to simulate continuous flashes of multiple lightning bolts. In the audio channel, the hardware uses a surround sound system plus a subwoofer (full space boom), generating an SPL of 95-110dB (instantaneous peak), with a frequency range of 15Hz-10kHz. The subwoofer band has an SPL ≥105dB to simulate thunder booms, with sound pressure levels covering the entire frequency range. In the wearable haptic channel, the hardware device uses wearable haptics (vest + armband + legband) to generate four levels of feedback: LRA frequency 200-300Hz, amplitude 3.0-4.0mm, pulse square wave (on / off ratio 7:3), duration 500-1500ms, superimposed with ERM low-frequency resonance, to simulate the instantaneous strong impact of an electric shock to the body. In the vibrating floor channel, the hardware device uses a low-frequency vibration exciter array (full-range) under the floor to generate full-range vibration with a frequency of 60-150Hz and an amplitude of 3-8mm, lasting 300-800ms, to simulate the strong vibration transmitted from a lightning strike to the ground. In the wind-sensing channel, the hardware device uses a full-space fan array (multi-directional instantaneous strong wind) to generate a wind speed of 6-8m / s (instantaneous), lasting 200-500ms, to simulate the impact airflow caused by the instantaneous air pressure change during a lightning strike.
[0082] The sequence of a single lightning strike is as follows: Lighting flashes at high frequency across the entire space LED light array (100% brightness, 7500K color temperature, duration 120ms) at T+0ms; wearable haptic feedback triggers a level 4 pulse (frequency 250Hz, amplitude 3.5mm) on the vest's LRA at T+5ms; armbands and legbands simultaneously trigger level 3 feedback (frequency 200Hz, amplitude 2.5mm) at T+10ms; lighting flashes a second time (80% brightness, duration 80ms, interval 50ms) at T+13ms; and audio explodes with a full-space surround sound burst (SPL 108dB, low-frequency subwoofer SPL) at T+25ms. 110dB@20Hz), floor vibration and wind sensation are triggered at T+50ms (floor vibration: full-range frequency 120Hz, amplitude 6mm, duration 500ms; wind sensation: multi-directional instantaneous wind speed 8m / s, duration 300ms), and wearable haptic sensation decreases according to the decay curve at T+200ms (amplitude from 3.5mm→1.0mm, linear decay 1000ms). Continuous lightning mode: In a lightning storm scene, the game engine continuously triggers a single lightning-lightning strike sequence at random intervals (3-10s). The location, intensity, and sensory parameters of each lightning strike vary slightly (light color temperature is random between 6500-8000K, thunder SPL is random between 95-110dB, and lightning direction is triggered from different light groups), creating an immersive feeling of a continuous lightning storm.
[0083] Example Scenario: Post-Apocalyptic Ruins Lightning Storm Level – Players entering an open area of the ruins trigger a lightning storm event. The first lightning strike is the strongest in the entire space (100% lighting / SPL 110dB / wear level 4 / floor 120Hz / 6mm). Subsequent lightning strikes occur every 5-8 seconds, with intensity randomly decreasing (SPL 95-108dB, wear level 3-4), lasting for 60 seconds. Player-wearable devices trigger corresponding levels of haptic feedback during each lightning strike, causing the floor to vibrate synchronously, lights to flash throughout the space, and a sudden strong wind. A moderate rain background effect is superimposed during the lightning storm, creating a combined extreme environment of "lightning + heavy rain".
[0084] The tsunami / giant wave scenario involves sensory channels including a motion platform, wind sensing, temperature control, vibrating floor, scent, lighting, audio, and wearable haptic feedback. In the motion platform channel, the hardware uses a 6DOF Stewart platform, generating a pitch ±15° / roll ±15° / heave ±150mm, with a response frequency of 0-10Hz (wave cycle). The motion trajectory is a sine wave superimposed with random perturbations, used to simulate the violent tilting and turbulence of a surging giant wave. In the wind sensing channel, the hardware uses a full-space high-speed fan array (main wind at the front + auxiliary wind on the side walls), generating wind speeds of 5-8m / s (continuous strong wind), with the wind direction from front to back, and a fluctuation frequency of 0.2-0.5Hz (simulating periodic gusts of sea waves), used to simulate the continuous strong winds propelled by tsunami giant waves. In the temperature control channel, the hardware uses a semiconductor cooling chip + cooling air outlets on the side walls, generating ΔT = -10°C to -15°C, with a change rate ≤5°C / min (rapid cooling), used to simulate the sudden drop in temperature during a tsunami. In the vibrating floor channel, the hardware uses an array of low-frequency vibration exciters beneath the floor to generate frequencies of 10-30Hz (low-frequency surging), amplitudes of 3-8mm, and a long-period sine wave pattern (period 2-5s) to simulate the low-frequency undulation of a surging wave. In the odor channel, the hardware uses an electronic odor generator to release a damp / seawater scent at a concentration of 50%-80% to simulate the damp seawater smell of a tsunami. In the lighting channel, the hardware uses an array of LED lights on the ceiling / side walls to produce a blue-green hue (color temperature 4000-5500K) with slowly fluctuating brightness (40%-80%, period 3-5s) to simulate the shadows of surging waves and reflections on the water surface. In the audio channel, the hardware uses a surround sound system with a subwoofer, SPL 90-105dB, primarily low-frequency (20-200Hz), producing a continuous booming sound combined with the sound of rushing water to simulate the continuous low-frequency boom of a tsunami. In the wearable haptic channel, the hardware device uses wearable equipment (vest + leg ring) to generate 2-3 levels of feedback: LRA frequency 30-80Hz, amplitude 1.0-2.5mm, long period sine wave mode, to simulate the swaying sensation of the body when a giant wave surges.
[0085] The sequence of the single-wave surge is as follows: T+0ms: The distant tsunami roar gradually enters the audio (SPL 70dB→90dB, gradual change over 2000ms); T+0ms: The brightness of the blue-green light slowly fluctuates (cycle 3s); T+500ms: The odor of dampness / seawater is released (concentration 50%→80%, gradual change over 3000ms); T+1000ms: Temperature control starts (ΔT=-10°C, gradual change over 3000ms); T+2000ms: Low-frequency surging vibration of the floor starts (frequency 15Hz, amplitude 3mm→6mm, sinusoidal oscillation cycle 3s); T+2000ms: The dynamic platform slowly tilts forward (Pitch -8°→-15°, duration 3000ms) +Heave -50mm→-150mm, T+2500ms frontal strong wind start (wind speed from 2m / s→8m / s, gradual change over 1500ms, lasting 5000ms), T+3000ms wearable haptic vest + leg ring 3-level feedback (frequency 50Hz, amplitude 2.0mm, sine wave), T+5000ms dynamic platform quickly returns to center (Pitch -15°→0°, 1000ms) + Heave -150mm→+50mm (800ms), T+5000ms wind speed gradually decreases from 8m / s→4m / s, T+6000ms audio water flow impact sound peak (SPL 105dB, low frequency subwoofer SPL 100dB@30Hz). Multi-wave giant wave mode: The game engine triggers 3-5 consecutive giant waves, with each wave spaced 8-15 seconds apart. The intensity of subsequent waves increases (wave 1: platform pitch ±8° / wind speed 5m / s / ΔT=-5°C; wave 3: platform pitch ±12° / wind speed 7m / s / ΔT=-10°C; wave 5: platform pitch ±15° / wind speed 8m / s / ΔT=-15°C), creating a sense of oppressive pressure as a tsunami gradually approaches.
[0086] Example Scenario: Coastal Defense Level Tsunami Boss Battle – A tsunami event is triggered when players engage the boss on the coastal position. The first wave is a warning (roaring sound + cooling + light breeze), the second wave is a direct hit (motion platform pitch -12° / wind speed 8m / s / ΔT=-12°C / floor 15Hz / 6mm), and the third wave is the largest (motion platform pitch -15° + Roll ±10° / wind speed 8m / s / ΔT=-15°C / floor 20Hz / 8mm / odor concentration 80%). During the tsunami, players wear devices that provide continuous 2-3 level low-frequency vibration feedback, simulating the feeling of being tossed around in seawater. The total duration of the tsunami event is 60-90 seconds.
[0087] The volcanic eruption scenario involves sensory channels including temperature control, vibrating floor, odor, lighting, a motion platform, wind sensing, audio, and wearable tactile feedback. In the temperature control channel, the hardware uses an array of infrared heating lamps (full space coverage, with emphasis on the front / back walls) to generate a ΔT of +10°C to +15°C, with a rate of change ≤5°C / min and a heating duration of 5-30 seconds, to simulate the rapid temperature rise / heat wave of a volcanic eruption. In the vibrating floor channel, the hardware uses an array of low-frequency vibration exciters (full-area) beneath the floor, generating a frequency of 15-80Hz and an amplitude of 3-10mm, providing continuous and strong vibrations (non-intermittent), to simulate magma movement inside a volcano and surface cracking. In the odor channel, the hardware uses an electronic odor generator to release a burnt smell + a sulfur smell (alternating / mixed release of dual odors) at a concentration of 60%-100%, to simulate the burnt and sulfurous smells of a volcanic eruption. In the lighting tunnel, the hardware uses ceiling / side wall LED light arrays to generate an orange-red hue with a color temperature of 1800-2500K and a brightness of 60%-100% pulsation (pulsation frequency 0.5-2Hz, simulating the flickering of lava), used to simulate the orange-red sky and flowing lava light effects of a volcanic eruption. In the motion platform tunnel, the hardware uses a 6DOF Stewart platform to generate a pitch of ±12° / roll of ±10° / heave of ±100mm and a response frequency of 1-8Hz (irregular shaking), used to simulate the violent shaking of volcanic earthquakes and ground cracking. In the wind tunnel, the hardware uses a full-space fan array (mainly at the bottom / front), generating a wind speed of 3-6m / s (heat wave sensation). The air is preheated by infrared heating lamps before being blown out (the perceived temperature is higher than room temperature), and the wind surges from the ground / front, used to simulate the heat wave from a volcano. In the audio channel, the hardware uses a surround sound system with a low-frequency subwoofer, SPL 95-110dB, primarily low-frequency (15-150Hz), with continuous low-frequency booming and intermittent popping sounds to simulate the roaring sounds inside a volcano and the explosion sounds of lava eruptions. In the wearable haptic channel, the hardware uses wearable devices (vest + armband + legband) to generate 3-4 levels of feedback: LRA frequency 100-200Hz, amplitude 2.0-3.5mm, continuous strong vibration + intermittent pulses to simulate the tactile sensations of high-temperature burning and lava splashing.
[0088] The eruption sequence is as follows: T+0ms audio: low-frequency volcanic rumble begins (SPL 80dB→100dB, gradual change over 1500ms); T+0ms: orange-red lighting begins (color temperature 2000K, brightness 60%→80%, pulsation frequency 1Hz); T+500ms: low-frequency floor vibration begins (frequency 20Hz, amplitude 2mm→5mm, gradual change over 1000ms); T+1000ms: irregular shaking of the dynamic platform begins (Pitch±5° / Roll±5°, frequency 2Hz); T+1500ms: sulfurous odor is released (concentration 40%→80%, gradual change over 2000ms); T+2000ms: temperature-controlled infrared heating lamps begin (ΔT=+10°C→+15°C, gradual change over 2000ms); T+2000ms: bottom / front heat wave begins (wind speed 3m / s→6m / s, preheated by heating lamps); T+ 2500ms Wearable haptic vest with 3 levels of feedback (frequency 150Hz, amplitude 2.5mm, continuous strong vibration), T+3000ms Vibrating floor upgrade (frequency 50Hz→80Hz, amplitude 5mm→10mm), T+3000ms Dynamic platform violent shaking (Pitch±12° / Roll±10° / Heave±80mm, frequency 5Hz), T+3000ms Light brightness soars to 100%, pulsation frequency 2Hz + intermittent white flashes, T+3000ms Burnt odor release (concentration 80%) mixed with sulfur smell, T+3500ms Wearable haptic upgrade to 4 levels of feedback (frequency 200Hz, amplitude 3.5mm, pulse mode, on / off ratio 7:3), T+3000-10000ms Continuous audio boom (SPL 100-110dB) + intermittent popping sound (SPL108dB@20Hz). Volcanic eruptions are controlled in four stages: the precursor stage, the eruption stage, the duration stage, and the decay stage.
[0089] Example Scenario: Volcanic Cave BOSS Showdown – Players enter the depths of a volcanic cave, triggering a volcanic eruption event. The pre-eruption period is 2 seconds (low-frequency rumbling + slight vibration + sulfur smell), the eruption period is 6 seconds (temperature control ΔT = +15°C, floor 80Hz / 10mm, violent shaking of the motion platform, heat wave 6m / s, dual smells of burning and sulfur), the duration is 12 seconds (parameters decay appropriately), and the decay period is 10 seconds (gradually returning to normal). During the eruption, players' wearable devices provide continuous 3-4 level strong vibration feedback (simulating a burning sensation), superimposed with graded tactile feedback from the BOSS's attacks. The total duration of the volcanic eruption event is 30 seconds.
[0090] The earthquake scenario involves sensory channels including a vibrating floor, a motion platform, lighting, scent, wearable tactile feedback, and audio. In the vibrating floor channel, the hardware uses an array of low-frequency vibration exciters beneath the floor (independently driven by multiple degrees of freedom zones). Each zone outputs different frequencies and phases, with frequencies ranging from 5-120Hz and amplitudes from 1-15mm. The multi-zone, different-phase vibrations simulate the sensation of the ground tearing and opening / closing. In the motion platform channel, the hardware uses a 6DOF Stewart platform to generate irregular pitch / roll swaying (±15°) + sudden lift (±150mm, with the acceleration simulating weightlessness), with a response frequency of 0-15Hz, to simulate the violent ground shaking and sudden collapse during an earthquake. In the lighting channel, the hardware uses an array of LED lights on the ceiling / side walls, randomly flashing / darkening / brightening, with a flashing frequency of 0.5-10Hz and brightness abruptly changing from 0% to 100%, to simulate the flickering effect of lights damaging electrical infrastructure during an earthquake. The odor channel uses an electronic odor generator to release a dust / powder odor at a concentration of 60%-100%, continuously simulating the smell of dust raised during building collapses or ground cracking. In the wearable tactile channel, the hardware uses wearable devices (vest + armband + legband) to generate continuous low-frequency vibrations of level 2-3 (frequency 30-80Hz, amplitude 1.0-2.5mm, sine wave mode) during the main shock. During sudden aftershocks, the vibrations instantly escalate to a level 4 strong shock (frequency 200-300Hz, amplitude 3.0-4.0mm, pulse square wave, duration 500-1500ms). The continuous low-frequency vibrations simulate continuous ground tremors, while the sudden level 4 vibrations simulate the impact of aftershocks. In the audio channel, the hardware uses a surround sound system with a low-frequency subwoofer, SPL 85-110dB, primarily using ultra-low frequencies (10-80Hz), providing continuous low-frequency booming sounds combined with intermittent cracking sounds to simulate the deep booming and cracking sounds of earthquake crustal movement.
[0091] Earthquakes are classified according to the following phases: Mainshock burst (0-3s: floor shaking frequency 80-120Hz / amplitude 10-15mm, pitch ±15° / roll ±15° / heave drop -150mm, tactile sensation of clothing 3→4, lights flashing → completely dark → flickering, dust smell 80%), mainshock decay (3-8s: floor shaking frequency 80Hz→30Hz / amplitude 10mm→3mm, pitch ±8° / roll ±6° decrease, tactile sensation of clothing 3→2, dust smell 60%), and brief stationary phase (8-12s: floor shaking frequency 15-20Hz / amplitude 1-2mm, P...). The system is divided into several phases: Pitch ±2°, Level 1 wear, 40% dust smell, Aftershock burst phase (12-15s: floor vibration sudden frequency 100Hz / amplitude 8-12mm, Pitch ±10° / Roll ±8° / Heave rapid drop -100mm, Level 4 strong earthquake, lights flash all again → flicker, dust smell rises to 80%), Aftershock decay phase (15-25s: floor vibration frequency 30Hz → 15Hz / amplitude 5mm → 1mm, Level 2 wear → Level 1 → stop, lights gradually return to normal, dust smell gradually disappears to 20%), and Recovery phase (25-35s: all stops). The system employs a multi-segment sequence control.
[0092] Example Scene: Earthquake Collapse Event in Underground Maze Level – Players trigger an earthquake event deep within an underground maze. First, the main shock erupts (the motion platform suddenly drops -150mm to simulate ground collapse, the vibrating floor experiences violent shaking in multiple zones and phases to simulate ground tearing, and the wearable device experiences a strong earthquake response of 3-4 levels), lasting for 3 seconds before entering a decay period (all parameters smoothly decrease). After a brief 4-second pause, an aftershock suddenly occurs (the vibrating floor experiences a strong earthquake of 100Hz / 12mm + the motion platform shakes violently again + the wearable device instantly reaches level 4), lasting for 3 seconds before gradually decaying, eventually returning to calm. Throughout the event, dust / powder smells are continuously released, and flashing lights simulate a power outage. The total duration of the earthquake scene is 35 seconds.
[0093] The four extreme environments mentioned above support compound superposition. The sensory orchestration engine handles the simultaneous triggering of multiple extreme environments according to the following strategies: Priority arbitration: volcanic eruption (highest) > earthquake > tsunami / giant wave > lightning > rainstorm (lowest), or execute according to the priority strategy dynamically configured by the game engine, with the highest priority effect executed within the same sensory channel; Channel time-sharing reuse: When the parameters of the same physical channel (such as temperature control) are opposite in different extreme environments (volcanic heating vs. tsunami cooling), the highest priority environment takes precedence; Superposition allowed: Different sensory channels can serve different extreme environments simultaneously (such as vibrating floor to perform volcanic vibration, and wind sensor to perform tsunami strong wind); Safety constraints: When compound linkage occurs, all sensory parameters are still subject to safety threshold constraints (temperature control software upper limit of 50°C, wind sensor maximum of 8m / s, continuous high-intensity protection for wearable haptic feedback, etc.).
[0094] Aerial Suspension Visual Feedback Module (Optional). This module, an optional extension of the visual feedback subsystem, generates suspended images visible to the naked eye within the player's activity space without requiring any head-mounted displays, and is presented in conjunction with multi-display projection content. The aerial suspension visual feedback module is deployed in specific locations within the immersive space (such as the top frame, above a wall, or on a dedicated support), generating suspended real images within the player's space through optical imaging principles. Its display function complements the multi-display projection in a hierarchical manner: multi-display projection covers an entire wall / ground / hemispherical surface for immersive rendering of large scenes (first display layer), while the aerial suspension imaging module generates small-sized suspended information at specific locations around the player for HUD / UI / markers / effects presentation (third display layer).
[0095] The aerial levitation imaging module can be implemented using, but is not limited to, the following technologies: negative refractive flat lens (which refocuses diverging light rays into a real image in the air); holographic optical elements (which reconstruct the light field in the air through diffraction); multi-layer microlens arrays (which form a levitation image through light field reconstruction); and other optical display technologies that can generate naked-eye visible real images in the air. This module is fixedly installed at a predetermined location in the immersive space. During deployment in the venue, a spatial calibration process is used to establish the mapping relationship between the aerial levitation imaging coordinate system and the CAVE multi-display projection coordinate system, ensuring precise alignment of the levitation image and the projected image in the same three-dimensional virtual space. Spatial calibration includes, but is not limited to: physical position and attitude calibration of the aerial levitation imaging module; calculation of the transformation matrix between the levitation image coordinate system and the CAVE projection coordinate system; and edge alignment calibration between multiple modules (when multiple aerial levitation imaging modules are deployed).
[0096] The aerial visual feedback module displays the following: Game status HUD: ammo quantity, health bar, score, skill cooldown progress, remaining time, etc.; Interactive interface: weapon selection panel, skill tree, dialogue options, level map, etc., supporting air gesture operation; Dynamic effects: kill markers, explosion light effects, shield aura, mission prompt markers, etc.; Results screen: battle results report, ranking display, achievement unlock, etc.
[0097] Dynamic tracking (preferred implementation): In venues equipped with head or full-body spatial positioning systems (such as optical tracking and inertial sensor fusion positioning systems, IMU wearable device positioning systems), the position of the suspended image of the aerial visual feedback module can be dynamically adjusted according to the player's real-time three-dimensional pose, ensuring that the HUD / panel is always within the optimal visual area in the player's line of sight. For example: when the player moves, the HUD panel automatically follows and translates, maintaining its relative position to the player; when the player turns around, the panel automatically rotates to face the player; when multiple players are simultaneously in the CAVE space, the system can generate an independent suspended HUD panel for each player at their respective positions (requiring that the panels do not overlap).
[0098] When the venue is equipped with both an aerial levitation imaging module and an aerial non-wearable haptic feedback module, the two are uniformly coordinated by the sensory choreography engine to form a layered layout in the space around the player's body: the visual content of the aerial levitation imaging is located in the visual perception layer (0.3-1.0m in front of the player); the tactile focus of the aerial non-wearable haptic feedback is located in the tactile perception layer (0.1-0.5m around the player's body); the two are staggered in space to avoid physical interference, while forming a three-dimensional multi-sensory perception area that is both "visible and tangible".
[0099] (iv) Multi-channel coordinated arrangement The core principle of the timing control strategy in this application is tactile feedback first → visual coordination → environmental effects following, such as... Figure 4 As shown in Table 6, the startup sequence of each channel is as follows.
[0100] Table 6
[0101] The complete linkage timing data structure is as follows: Sensory effect sequence = { "event_id": "Related event ID", "sequence": [ {"offset_ms": 0,"channel": "haptic_wearable", "target_device": "vest_front_LRA", "level": 3, "params": {"freq_hz": 200, "amp_mm": 2.5, "waveform":"decaying_sine", "duration_ms": 600}}, {"offset_ms": 0,"channel": "floor_vibration", "params": {"freq_hz":80, "amp_mm": 4.0, "duration_ms": 300}}, {"offset_ms": 5,"channel": "light", "params": {"color": "flash_white", "intensity": 1.0, "duration_ms": 100}}, {"offset_ms": 50,"channel": "wind", "params": {"speed_mps": 6.0, "direction": "outward", "duration_ms": 800}}, {"offset_ms": 100, "channel": "thermal", "params": {"delta_t": 15, "duration_ms": 2000}}, {"offset_ms": 200, "channel": "smell", "params": {"scent_type": "smoke", "intensity": 0.6, "duration_ms": 5000}} ] }} In multiplayer differentiated feedback, different players receive different combinations of feedback for the same attack event. Regarding tactile feedback from wearable devices, different hit locations trigger different wearable devices (A hit in the left arm → left armband vibrates; B hit in the torso → vest vibrates); different distances from the explosion center result in different feedback levels.
[0102] In terms of environmental perception, the player's position within the CAVE space affects the perceived direction of wind, temperature intensity, and floor vibration zones. Regarding the visuals, the player's perspective differs depending on the display, resulting in different angles of rendered hit effects.
[0103] The feedback level distance decay model is as follows: (1) Wearable tactile sensation (linear decay): feedback level = max(1, round(original level × (1 - d / R))); (2) Wearable tactile sensation (exponential decay, alternative): feedback level = max(1, round(original level × e^(-d / R))); (3) Wearable tactile sensation (logarithmic decay, alternative): feedback level = max(1, round(original level × (1 - log(1+d) / log(1+R)))); (4) Wind intensity: wind speed = maximum wind speed × (R- d) / R (d is the distance from the player to the event source, R is the radius of action); (5) Temperature control intensity: ΔT = maximum temperature difference × (R - d) / R; (6) Vibration intensity: amplitude = maximum amplitude × (R - d) / R.
[0104] Different physical areas within the CAVE space correspond to different sensory configurations: Region = { "zone_id": "zone ID", "zone_type": "trigger / ambient / forbidden", "boundary": { / / Physical space coordinate boundary "shape": "rectangle / circle / polygon", "vertices": [{"x":0, "z":0}, ...] }, "trigger_events": [ / / Events triggered upon entering this area] {"event_type": "monster_spawn", "sensory_effects": [...]} ], "ambient_config": { / / Ambient background sensory configuration for this area} "thermal": {"temperature_delta": -5}, "wind": {"speed": 0.2, "direction": "north"}, "smell": {"scent_type": "damp", "intensity": 0.3}, "haptic_ambient": {"level": 1, "freq_hz": 30, "pattern": "subtle_pulse"} }, "cooldown_seconds": 30, "max_trigger_count": 1 } Sensing technologies: pressure-sensitive floor (resolution ≥ 4 sensors / m², position accuracy ±5cm) / infrared human body detection / depth camera / UWB positioning, at least one of the following.
[0105] (v) Linkage between physical props and virtual scenes The physical prop sensor configurations are shown in Table 7 below: Table 7
[0106] The prop pose tracking uses a built-in IMU sensor (accelerometer + gyroscope, sampling rate 200Hz) + optical markers (in conjunction with a space camera for optical positioning) → IMU + optical fusion positioning → 6DOF pose data, with a latency of ≤20ms.
[0107] The collision detection process is as follows: the game engine obtains the trajectory and position of the virtual bullet / attack; obtains the real-time pose of the physical prop in the physical space (after spatial calibration); maps the pose of the physical prop to the virtual space coordinates; performs collision detection (virtual bullet vs. physical prop collider); when a collision occurs, the virtual bullet is blocked / repelled / absorbed, the physical prop's built-in vibration motor provides "hit" feedback, the player's arm-wearing device triggers blocking feedback (level 2, 3 short pulses), and the corresponding display surface on the environment side renders sparks + plays a metallic collision sound effect + the floor vibrates slightly.
[0108] (vi) CAVE space adaptation This application applies to all display formats, including projection displays, LED display surfaces, LCD display surfaces, and OLED display surfaces. Projection displays employ multi-channel projection blending, with 4 to 6 projectors projecting onto each display surface, suitable for 4- to 6-fold screens and hemispherical screens. LED display surfaces use LED display panels, with each panel having an independent LED screen, suitable for 4- to 6-fold screens. LCD display surfaces use LCD screens, suitable for 4- to 6-fold screens. OLED display surfaces use flexible organic light-emitting diode screens, which can be bent to adapt to curved surfaces, suitable for 4- to 6-fold screens and hemispherical screens.
[0109] In terms of spatial adaptation, the 4-fold screen includes the front, left, right, and floor, with three sides enclosed plus a floor screen. Temperature control, air conditioning, and odor control are deployed on the inner walls, and vibration exciters are deployed under the floor. The 5-fold screen includes the front, left, right, floor, and back, with four sides enclosed plus a floor screen, and deployment on the four walls plus the floor. The 6-fold screen includes the front, left, right, floor, back, and top, fully enclosed, with deployment on all six sides, and additional fans and lights on the ceiling. The hemispherical screen is a continuous hemispherical curved surface, deployed in segments along the arc, with each segment independently controlled. One to two Bluetooth Low Energy base stations are configured per event, with a coverage radius of 8 to 15 meters.
[0110] When the system also includes an intermediate display layer, as an optional extension, the intermediate display layer can be implemented using augmented reality glasses, an aerial levitation imaging device, a transparent display screen, or any combination thereof. Hit effects can be rendered and overlaid on the intermediate display layer, spatially aligned with the image on the immersive display surface. Wearable haptic feedback is unaffected by the intermediate display layer and operates independently; environmental sensory interaction is also independent of the intermediate display layer. Those skilled in the art can choose any one or more intermediate display layer implementation methods based on the actual product form.
[0111] (vii) Coordination and interaction between character facial expressions and multi-sensory environment This application adds a second-level collaborative link, "Character Expression → Multi-sensory Environment Linkage," to the first-level link of "Game Event → Multi-sensory Environment Linkage," such as... Figure 5 As shown, the character is a digital avatar of the player generated based on the player's facial scan. The character's face has 52 hybrid deformable expression bases, supporting real-time rendering of various facial expressions.
[0112] After detecting a specific game event, the game engine triggers a change in the corresponding character's facial expression through the character expression control subsystem. The data structure for character expression events is as follows: Facial expression event data = { "player_id": "Trigger player ID", "expression_type": "Expression type (pain / triumph / fear / vigilance / excitement / neutral / surprise / grit)", "expression_intensity": 0.0~1.0, / / Expression intensity "blendshape_weights": { / / BlendShape weight mapping "browInnerUp": 0.0~1.0, "eyeBlinkLeft": 0.0~1.0, "jawOpen": 0.0~1.0, "mouthFrownLeft": 0.0~1.0, ... (52 BlendShape parameters) }, "duration_ms": 500~5000, / / Duration of the expression "trigger_source": "Trigger source game event type" } The eight basic emoji types and their BlendShape driver parameters are shown in Table 8 below: Table 8
[0113] The types of emoticons are not limited to the eight types mentioned above and can be expanded to include other emoticon types.
[0114] The sensory orchestration engine queries the expression-environment linkage mapping table based on the type and intensity of the character's facial expressions, and generates corresponding multi-sensory environmental effect combinations, as shown in Table 9 below: Table 9
[0115] The intensity parameters of each environmental effect are modulated according to the expression intensity. The actual parameters are determined based on the mapping relationship between the normalized value of the expression intensity and the base parameters. This mapping relationship can be either a linear mapping or a nonlinear mapping. Preferably, the actual parameter equals the base parameter multiplied by the normalized value of the expression intensity (i.e., a linear mapping): Actual parameter = Base parameter × expression_intensity. For example, when the fear expression intensity is 0.8, the actual wind speed is 8 m / s × 0.8 = 6.4 m / s, and the actual vibration amplitude is 8 mm × 0.8 = 6.4 mm. Nonlinear mapping may include exponential mapping, logarithmic mapping, or piecewise linear mapping, to accommodate the differences in the perceptual characteristics of different expressions across different sensory channels.
[0116] When a character triggers multiple expressions in a short period of time (such as fighting back after being injured → pain plus triumph), the sensory orchestration engine processes them according to the following strategies: Within the same sensory channel: the later triggered expression effect overrides the earlier triggered one, or they are mixed according to weight (such as temperature control pain=-8°C plus triumph=+5°C → final ΔT=-3°C); Within different sensory channels: each channel independently executes the effect corresponding to its own expression to achieve a composite sensory experience.
[0117] The multi-sensory environmental effects driven by character expressions are still subject to the safety threshold constraints of the safety monitoring module. When expression-linked effects and game event-linked effects are superimposed on the same sensory channel, the cumulative effect must not exceed the safety limit of that channel. Specific strategies: Temperature control channel: After the temperature control effects of expression-linked and game event-linked effects are superimposed, the actual temperature must not exceed the safe range of 16~38°C; Wind sensing channel: The wind speed after superposition must not exceed the maximum safe wind speed of 8m / s; Wearable haptic channel: The haptic feedback level after superposition must not exceed the highest level of safety confirmation currently signed by the player; When the superposition effect exceeds the safety threshold, the multi-channel priority arbitration rule will be followed, with game event-linked effects taking precedence over character expression-linked effects.
[0118] The multi-sensory interaction driven by character expressions follows the existing temporal arrangement principle (tactile first, environment follows), and the specific temporal sequence is shown in Table 10 below: Table 10
[0119] When the character's facial expression fades (BlendShape parameter returns to zero), the multi-sensory environmental effects gradually weaken simultaneously: Lighting: Gradient time 200~500ms; Wind: Wind speed decreases linearly, decay time 300~1000ms; Temperature control: Temperature gradually recovers, change rate ≤3°C / min; Odor: Concentration gradually decreases, dissipation time 3~8 seconds; Vibrating floor: Amplitude decreases linearly, decay time 200~500ms; Wearable haptic: Vibration intensity decreases linearly, decay time 200~1000ms.
[0120] The following are specific implementation examples of this application: Example 1: Tropical Storm Challenge – Extreme Environment Combining Torrential Rain and Lightning The scenario involves players progressing through a tropical jungle level to an open swamp area. The game engine triggers a tropical storm event (a combination of torrential rain and lightning), lasting 90 seconds. The player configuration consists of four players, each equipped with two armbands, one vest, and one legband. The CAVE space is a 6-fold screen (including ceiling and floor projections), with a motion platform located in the center. The event is triggered when the area awareness module detects that all four players have entered the swamp area (area ID = zone_swamp_01), and the game engine issues the "Tropical Storm Triggered" event.
[0121] Multi-channel coordinated orchestration: Phase 1 (storm approach, T=0s to T=15s) consists of: audio far-field thunder sound plus SPL. The following events are triggered: 70dB→85dB (frequency 20 to 100Hz) starts at T+0ms; overall light brightness decreases to 40% (color temperature decreases to 4500K) starts at T+0ms; damp or earthy odor is released (concentration 30%→50%) at T+500ms; side wall fans start (wind speed 1m / s→3m / s, direction randomly deflected) at T+2000ms; top water mist / sprayer starts (light rain level, on / off ratio 3:7) at T+5000ms; wearable tactile alerts for all personnel at level 1 (vest ERM, frequency 100Hz, amplitude 0.3mm, duration 200ms, interval 3s) at T+8000ms; and floor vibration zone A or B starts (frequency 30Hz, amplitude 0.5mm) at T+10000ms.
[0122] Phase 2 (heavy rain and lightning, T=15s to T=75s) consists of heavy rain escalating to heavy rain level plus random lightning events (8 lightning strikes in total, with intervals of 5 to 8s). The heavy rain effect is a water mist / spray heavy rain level (on / off ratio 9:1, lasting 60s), wind speed of 5m / s (direction deflected downwards by 20°), floor vibration of 50Hz / 1.5mm (overall area), overall light brightness of 30% (color temperature 5000K), audio heavy rain sound SPL of 95dB, wearable haptic level 1 light alert (raindrop perception), and temperature control ΔT=-5°C (from 24°C to 19°C). The lightning triggering effect (per instance) consists of a wind-sensing pulse up to 8 m / s (lasting 300 ms), a floor vibration at 120 Hz / 6 mm (lasting 500 ms), a white flashing light throughout the space at 100% brightness (120 ms), an audio thunder sound SPL of 108 dB (110 dB @ 20 Hz for low-frequency cannons), and a wearable tactile pulse of level 3 to 4 (vest LRA 250 Hz / 3.5 mm). The lightning parameters change randomly: the 1st, 4th, and 7th lightning strikes are level 4 (strongest, vest LRA 250 Hz / 3.5 mm, floor 120 Hz / 6 mm, SPL 108 dB); the 2nd, 5th, and 8th lightning strikes are level 3 (medium, vest LRA 200 Hz / 2.5 mm, floor 80 Hz / 4 mm, SPL 100 dB); and the 3rd and 6th lightning strikes are level 3 with wearable armband feedback (alternating between left and right arms, simulating a lightning strike nearby).
[0123] Phase 3 (storm weakening, T=75s to T=90s) is as follows: Water mist / spraying heavy rain level → moderate rain level → light rain level → stop (one level down every 5s) starts at T+75s; wind speed 5m / s → 3m / s → 1m / s → stop starts at T+75s; light brightness 30% → 50% → 70% (color temperature 5000K → 5500K → 6000K) starts at T+80s; temperature control ΔT=-5°C → -2°C → 0°C starts at T+85s; floor vibration 50Hz / 1.5mm → 30Hz / 0.5mm → stop starts at T+85s; odor concentration 50% → 20% → stop starts at T+90s; wearable tactile rain detection stops starts at T+90s.
[0124] Safety monitoring records show: within 90 seconds, there were a total of 8 lightning strikes × 500ms each = 4000ms = 4.0s, which did not exceed the 6s / 60s threshold; the actual temperature was 24°C - 5°C = 19°C, within the safe range of 16 to 38°C; the peak wind speed was 8m / s (at the moment of lightning), within the safe range of 0 to 8m / s; all players' wearable devices were in normal working order (IMU detection); the waterproof rating of the wearable devices was checked, and all wearable devices met the IPX4 waterproof rating, and the water mist spray channel was activated safely.
[0125] Example 2: Doomsday Coast Checkpoint - Extreme Environment Combining Tsunami and Volcano The scenario involves players facing two natural disasters simultaneously: a tsunami and a volcanic eruption, in the Post-Apocalyptic Coast level. The game engine first triggers the tsunami event (60 seconds), then superimposes the volcanic eruption event (30 seconds) at the 30-second mark, creating a complex extreme environment with a total event duration of 90 seconds. The player configuration consists of four players, equipped with the same gear as above. The CAVE space comprises a hemispherical projection, a motion platform, and full-sensory devices. Event triggering is story-driven (not area-triggered); the game engine releases the events "Tsunami Attack" and "Volcanic Eruption" at story nodes.
[0126] Multi-channel coordinated arrangement: The first stage (tsunami strike, T=0s to T=60s) is as follows: Audio: distant tsunami roar SPL70dB→90dB (gradual change 2000ms) starts at T+0ms; Lighting: blue-green tone (color temperature 4500K, brightness 60%, slow fluctuation period 3s) starts at T+0ms; Odor: release of damp or seawater smell (concentration 50%→80%) starts at T+500ms; Temperature control ΔT=-10°C (24°C→14°C, gradual change 3000ms) starts at T+1000ms; Floor vibration: low-frequency surge starts (15Hz / 3mm, sinusoidal fluctuation period 3s) starts at T+2000ms. The motion platform's pitch changes from -8° to -15° (lasting 3000ms) plus its height change from -50mm to -150mm, starting at T+2000ms. The frontal strong wind speed changes from 2m / s to 8m / s (gradually changing over 1500ms, lasting 5000ms), starting at T+2500ms. Wearable haptic feedback (vest and leg loops, frequency 50Hz, amplitude 2.0mm, sinusoidal fluctuation) starts at T+3000ms. The motion platform quickly returns to center (pitch → 0° / height change → +50mm), starting at T+5000ms. The wind speed decreases from 8m / s to 4m / s, attenuating at T+5000ms. The audio signal is the peak SPL of the water flow impact sound. The 105dB@30Hz wave starts at T+5000ms. The second wave of the dynamic platform (Pitch -10° + Roll ±8°) starts at T+8000ms. The third wave of the dynamic platform (Pitch -12° + Roll ±10° + Heave ±100mm) starts at T+15000ms. The third strong wind wave, which surges to 8m / s again, starts at T+15000ms. The temperature control ΔT drops to -15°C (24°C → 9°C) at T+15000ms. The fourth to fifth waves of the full-channel system (with increasing parameters) continue from T+20000 to 30000ms. During the tsunami phase, the wearable haptic feedback is continuously provided by low-frequency fluctuations of level 2 to 3 (sine wave mode, frequency 30 to 80Hz).
[0127] The second stage (tsunami plus volcano composite, T=30s to T=60s) is as follows: At T=30s, the game engine triggers a volcanic eruption event, with the tsunami effect continuing while the volcanic effect is superimposed. The temperature-controlled tsunami effect ΔT=-15°C, and the volcanic superimposed effect ΔT=+15°C. The composite execution parameter prioritizes volcano, with ΔT rapidly changing from -15°C to +15°C (gradually changing from 30s to 35s, at a rate of 6°C / min, actually executed at 5°C / min after trigger rate protection) → ultimately rising from 9°C to 28°C. The floor-vibrating tsunami effect is a 15Hz / 6mm sinusoidal wave, and the volcanic superimposed effect is a continuous strong vibration of 50Hz / 8mm. The composite execution parameter is superposition (low-frequency surge plus mid-frequency vibration superposition, 15Hz sinusoidal fundamental wave plus 50Hz superimposed wave, with the total amplitude taking the envelope of both). The tsunami effect has a damp or seawater smell of 80%, while the volcano effect has a burnt smell of 80% plus sulfur. The combined execution parameter is superposition (a mixture of seawater, sulfur, and burnt smells). The tsunami effect has a blue-green undulating tone, while the volcano effect has an orange-red pulsating tone. The combined execution parameter is switching (the light tone gradually changes from blue-green to orange-red over 2000ms, with brightness increasing from 60% to 90%). The dynamic platform tsunami effect has a giant wave tilt of ±12°, while the volcano effect has a swaying tilt of ±10° / Heave ±80mm. The combined execution parameter is superposition (low-frequency giant wave tilt plus mid-frequency volcano swaying). The wind-induced tsunami effect has a strong wind of 8m / s at the front, while the volcano effect has a heat wave of 4m / s at the bottom. The combined execution parameter is superposition (cold air at the front and hot air at the bottom run simultaneously, with independent control of the fan units in different directions). The audio tsunami effect has a booming SPL of 95dB, and the volcano superimposed effect has a booming SPL of 100dB. The composite execution parameter is superimposed (mixed playback of tsunami low frequencies and volcano low frequencies, total SPL 105dB). The wearable tactile tsunami effect has low-frequency fluctuations of level 2 to 3, and the volcano superimposed effect has continuous strong vibrations of level 3 to 4. The composite execution parameter is the higher value (execution of level 4 feedback, frequency 180Hz, amplitude 3.0mm).
[0128] The third stage (volcano continued plus tsunami attenuation, T=60s to T=90s) is as follows: the tsunami tilt component of the dynamic platform stops (only the volcanic shaking, Pitch±8° / 3Hz) starts at T+60s, the strong wind on the front stops (only the heat wave at the bottom 3m / s) starts at T+60s, the audio tsunami roar component gradually stops (only the volcanic roar) starts at T+60s, the temperature control maintains ΔT=+10°C (volcanic residual heat) starts at T+65s, the floor vibration attenuates from 50Hz / 8mm to 30Hz / 3mm at T+70s, the orange-red brightness of the lights decreases from 90% to 60% (pulsation frequency drops to 0.5Hz) starts at T+75s, the scorching smell decreases from 60% to 30% (sulfur decreases from 60% to 30%) at T+80s, the wearable tactile sensation changes from level 4 to level 2 and then stops at T+85s, and the entire channel returns to the environmental background sensory layer at T+90s.
[0129] Safety monitoring records are as follows: Within 90 seconds, the cumulative tactile sensation of level 4 is at the volcanic stage; within 30 seconds, approximately 15 seconds are at level 4 (15 seconds = 15 seconds). Exceeding the 6s / 60s threshold triggers automatic downgrading (level 4 to level 3); the temperature control rate protection limits the ΔT change rate to 5°C / min, and actual execution follows the limit value; the actual temperature control temperature is a minimum of 9°C (below the software safety range lower limit of 16°C; the physical capability of the semiconductor cooling chip can reach even lower temperatures; short-term out-of-range operation has been marked with a safety warning, which conforms to the extreme environment mode graded protection strategy), and a maximum of 28°C (<38°C safety upper limit); the motion range of the motion platform is a maximum of ±15° for Pitch and a maximum of ±10° for Roll, within the ±15° safety range; the concentration of the compound environmental odor is a total concentration of 100% of the three odors (each 80% is taken as the maximum and the sum does not exceed the upper limit).
[0130] Example 3: Horror Survival Level - Multi-sensory Interaction Driven by Character's Frightened Expressions The scenario involves players exploring an abandoned hospital in a horror survival level. The game engine triggers a series of terrifying events through a story script and area awareness. This example demonstrates how a character's startled or fearful expression drives multi-sensory environmental interaction. The player configuration consists of four players, equipped with two armbands, one vest, and one legband. The CAVE space is a six-fold screen (including ceiling and floor projections), and includes a motion platform and all-sensory equipment. Player characters are digitally created using facial scanning.
[0131] Event Sequence and Facial Expression-Environment Interaction: In Event 1 (Shadow Appears Suddenly in the Corridor, Startled Expression Triggered), the player progresses along the dimly lit corridor, and the game engine triggers the "Shadow Appears Suddenly" event at T=0s. The character's facial expression is EX03 fear (intensity=0.9, BlendShape driver: eyeWide=0.9, browInnerUp=0.9, jawOpen=0.7, mouthFrown=0.6) activated at T+0ms. Wearable haptic feedback is activated at T+0ms, triggering a level 4 strong pulse for all characters (vest LRA 250Hz / 3.5mm, duration 1000ms). Lighting is activated at T+5ms, with all room lighting suddenly dropping from 30% brightness to 10%, followed by random flashing (frequency 12Hz). Audio is activated at T+25ms, triggering a shrieking sound effect with SPL 105dB (frequency 200~2000Hz) plus a subwoofer with SPL 108dB@25Hz. A sudden strong wind of 7 m / s (intensity = 0.9 × 8 m / s = 7.2 m / s, take 7 m / s) occurs, lasting 600 ms and starting at T+50 ms. Temperature control ΔT = -10°C (intensity = 0.9 × 12°C = 10.8°C, take 10°C), gradually decreasing over 2000 ms and starting at T+100 ms. A putrid odor is released, with a concentration of 72% (intensity = 0.9 × 80% = 72%), starting at T+200 ms. Floor vibration occurs at 120 Hz / 7 mm (intensity = 0.9 × 8 mm = 7.2 mm, take 7 mm), lasting 400 ms and starting at T+0 ms. The dynamic platform suddenly drops -80 mm (intensity = 0.9 × 100 mm = 90 mm, take 80 mm), starting over 300 ms at T+0 ms. The facial expression gradually weakens after 1500ms, and the environmental effects decay synchronously: the light returns to 30% brightness (500ms), the wind speed decreases from 7m / s to 0 (800ms), the wearable tactile sensation decreases from level 4 to level 1 tremor (1000ms), and the vibration decreases from 120Hz / 7mm to 30Hz / 1mm (500ms).
[0132] In Event 2 (successfully defeating the monster, the expression changes from fear to triumph), the player defeats the monster at T=8s. The character's expression changes to EX03 fear fading (500ms gradient), and EX02 triumph triggering (intensity=0.7) starts at T+0ms. All characters receive a Level 2 rhythmic pulse (100Hz frequency, 0.5mm amplitude, 3 short pulses, 300ms interval) at T+0ms. The lighting changes from dark red to warm gold (color temperature 4500K→5500K, brightness increased to 80%) at T+5ms. The victory sound effect (SPL85dB, march melody) starts at T+25ms. The temperature control ΔT recovers from -10°C to +3°C (intensity=0.7×5°C=3.5°C, take 3°C), a 3000ms gradient that starts at T+100ms. The odor concentration decreased from 72% to 20%, and the floral fragrance release increased to 15% (intensity = 0.7 × 30% = 21%, take 15%), starting at T+200ms. The breeze was a gentle breeze of 1.4m / s (intensity = 0.7 × 2m / s = 1.4m / s), with frontal delivery starting at T+500ms.
[0133] Safety monitoring records show: Level 4 tactile shock lasted 1000ms, not exceeding the 6s / 60s threshold; the lowest temperature control was 24°C-10°C=14°C, with a change rate of 5°C / min, within the safe range; the peak wind speed was 7m / s, within the safe range of 0 to 8m / s; the motion platform's lifting height was -80mm, within the safe range of ±150mm; and all wearable devices were functioning normally.
[0134] Example 4: Competitive Battle Levels – Continuous Switching of Character Expressions Drives Multi-Sensory Interaction The scenario involves players engaging in 4v4 team battles in an competitive level. This example demonstrates how the continuous switching of various facial expressions by characters during combat drives a multi-sensory environmental interaction effect. The player configuration consists of 8 players (divided into two teams), equipped with two armbands, one vest, and one legband. The CAVE space comprises a 6-fold screen, a motion platform, and multi-sensory devices. All player characters are generated based on facial scans.
[0135] Expression-Environment Linkage Event Sequence (Taking Player A's Perspective as an Example): At moment 1 (T=12s, hit by a shot, EX01 pain expression), the character's expression is EX01 pain (intensity=0.6, mid-range hit, medium damage, BlendShape: browInnerUp=0.48, jawOpen=0.36, eyeSquint=0.42, mouthFrown=0.3). The tactile hit area (right arm) corresponds to device vibration level 3 (200Hz / 2.5mm, duration 600ms = 1000ms × 0.6). The light flashes a dark red at the edge of the field of vision (color temperature 2500K, brightness pulsation 3Hz, duration 1200ms). The audio pain sound effect SPL 80dB plus heart rate acceleration to 120bpm. Temperature control ΔT=-4.8°C (=8°C × 0.6, take 5°C), gradual change over 1500ms. The odor, a bloody smell, was 36% concentrated (=60%×0.6) and released in 1 second. The floor vibrated at 48Hz / 1.8mm (=60Hz / 3mm×0.6) for 800ms. The facial expression lasted for 1200ms (=2000ms×0.6) before gradually weakening.
[0136] In moment 2 (T=25s, teammate achieves a brilliant kill, EX07 surprise expression), the character's expression is EX07 surprise (intensity=0.5, teammate kill, mild surprise, BlendShape: eyeWide=0.4, browInnerUp=0.35, jawOpen=0.45, mouthSmile=0.1). Wearable haptic feedback: Level 1 light pulse x3 (120Hz / 0.3mm, 100ms each time, 200ms interval). Lighting: Bright warm color 5500K, brightness increased to 81% (=90%×0.9), lasting 1500ms. Audio: Cheerful sound effect SPL 80dB (=95dB×0.84). Wind: Positive pressure airflow 1.5m / s (=3m / s×0.5), lasting 250ms. Scent: Minty or refreshing scent concentration 20% (=40%×0.5), released 1.5s. The motion platform extends +50mm (=100mm×0.5) for 200ms.
[0137] In time 3 (T=40s, after 5 consecutive kills, EX08 grit gritting teeth → EX02 triumph smug expression switching continuously), player A completes the 3rd kill at T=40s, triggering the EX08 grit emote. At T=42s, after completing the 5th kill (Pentakill), the grit disappears, and the triumph is triggered. At T=40s, the character's emote is EX08 grit (gritting teeth, intensity=0.7). The environmental effects are: temperature control ΔT=+4.2°C (taken as 4°C), directional breeze 2.1m / s, burnt smell 28%, vibration 42Hz / 2.1mm, mid-tone spotlight 4000K / 75%, charged drum sound effect SPL 77dB, and level 2 continuous vibration. From T=40 to 42s, EX08 grit persists (intensity gradually increases to 0.9), with increasing intensity of various environmental parameters: temperature control increases to +5.4°C (set to 5°C), wind speed increases to 2.7m / s (set to 3m / s), and light brightness increases to 76.5%. From T=42s, EX08 grit fades (300ms), EX02 triumph is triggered (intensity=0.8), the "gritting teeth" effect gradually weakens, and the "triumph" effect gradually emerges. From T=42 to 47s, EX02 triumph persists, temperature control ΔT=+4°C, breeze 1.6m / s, floral fragrance 24%, golden light 5000K / 77%, "Victory March" SPL 84dB, and all characters experience level 1 to 2 rhythm pulses.
[0138] Safety monitoring records show that: within 60 seconds, the cumulative level 4 tactile sensation was 1 second for a fright event plus 1 second for no level 4 sensation during the anger period, which is far below the 6s / 60s threshold; when facial expression-environment linkage and game event-environment linkage occur in parallel, the same channel is arbitrated according to priority (game event takes priority, facial expression linkage supplements); the temperature control range is a minimum of 14°C (-10°C superimposed) and a maximum of 34°C (+10°C superimposed), both within the safe range of 16 to 38°C; all players' wearable devices are in normal working order.
[0139] Example 5: Multi-sensory linkage of wire-assisted aerial combat This embodiment describes how the system triggers multi-sensory linkage effects related to aerial combat when the player jumps using the wire bouncing device.
[0140] In the complete sequence of the jump-triggered interaction, the player jumps (jump height > 0.3m), triggering at T+0ms. The motion platform's Heave increases by 50mm (the feeling of weightlessness begins), and the wind tunnel activates an upward airflow (3m / s, simulating takeoff airflow). When the jump reaches 0.5m, it triggers at T+200ms. The CAVE ground view increases (enhanced overhead effect), the wind speed in the wind tunnel increases to 5m / s, and the spatial audio plays wind sounds (simulating the Doppler effect). When the jump reaches its highest point (approximately 1.0m), it triggers at T+500ms. The motion platform's Heave reaches +80mm (maximum feeling of weightlessness), the wind tunnel switches to a horizontal airflow (7m / s, simulating high-altitude wind), and the temperature control tunnel cools by ΔT = -3°C (lower high-altitude temperature). During the aerial combat phase, triggered between T+500 and T+800ms, the player initiates an attack in the air, generating light and shadow effects and wearing haptic feedback (attack confirmation level 1 vibration). Being hit by an NPC triggers... Impact feedback (level depends on attack intensity) plus CAVE flashing red light; during the initial descent phase, triggered at T+800ms, the motion platform Head begins to fall, the wind channel switches to upward airflow (simulating descent wind resistance), and the frequency of the spatial audio wind sound decreases; during the imminent landing phase, triggered at T+1200ms, the motion platform Head rapidly descends to -30mm (preparing for landing impact), and the CAVE ground curtain view rapidly descends; at the moment of landing, triggered at T+1300ms, the motion platform Head impacts +40mm (landing impact), the vibrating floor triggers a landing shock wave (frequency 80Hz, amplitude 5mm, duration 300ms), wearable haptic feedback level 3 vibration (landing impact sensation), and the spatial audio plays a muffled landing sound plus low-frequency cannons; during the landing buffer phase, triggered between T+1300 and T+1600ms, the motion platform Head gradually returns to zero, the vibration amplitude of the vibrating floor decreases, and the CAVE ground curtain renders a ring-shaped diffused shock wave effect.
[0141] In the linkage between wire jumping and multi-sensory channels, during the upward phase of the jump, the motion platform moves from +50 to +80mm (weightlessness simulation), the wind feels like an upward airflow of 3 to 5m / s, the wearable tactile feedback is at level 1 (jump confirmation), the spatial audio shows the rising wind sound, and the CAVE displays the ground screen overlooking the wall screen and the flowing sky; during the aerial combat phase, the motion platform maintains the altitude (sense of being in the air), the wind feels like a horizontal wind of 7m / s, the temperature control ΔT=-3°C, the wearable tactile feedback for attack or being hit, the spatial audio shows combat sound effects plus wind sound, and the CAVE displays aerial combat effects. During the descent phase, the motion platform Head descends rapidly, the wind resistance is 5m / s, the temperature control ΔT = -2°C, the wearable tactile feedback is level 1 (falling alert), the spatial audio shows the descent wind sound (Doppler), and the CAVE display shows the rapidly descending view. At the moment of landing, the motion platform Head experiences a +40mm impact → returns to zero, the wind senses the landing impact airflow of 10m / s → decays, the floor vibrates at 80Hz / 5mm / 300ms, the wearable tactile feedback is level 3 (landing impact), the spatial audio shows a muffled landing sound plus low-frequency cannons, and the CAVE display shows a shock wave plus screen vibration.
[0142] In the multi-channel priority arbitration, when multiple sensory effects are triggered simultaneously by wire bounce, they are executed according to the following priorities: (1) Safety-related effects (motion platform safety limit, wearable device safety restriction) have the highest priority; (2) Combat interaction feedback (hit sensation, attack effect) has the second highest priority; (3) Environmental immersion effects (wind sensation, temperature control, spatial audio) have the standard priority; (4) Visual assistance effects (CAVE screen vibration, UI overlay) have the lowest priority. When hardware resources are insufficient, low-priority effects can be cut off or downgraded, but combat interaction feedback and safety-related effects cannot be downgraded.
[0143] Example 6: Aerial levitation imaging as an alternative to augmented reality head-mounted displays for HUD presentation This embodiment describes how, when the aerial levitation imaging module is deployed as an optional extension, the system utilizes an aerial levitation display to replace traditional AR head-mounted display devices, providing players in the CAVE space with naked-eye visible game HUD information.
[0144] The scenario is described as a team shooting game where players are in a CAVE space. Each player needs to view information such as ammunition, health, and score in real time, and no headset is required.
[0145] During system deployment and calibration, an aerial suspended imaging module (imaging area approximately 30cm × 20cm, 1080P resolution, brightness ≥ 2000 nits) is installed in the center of the top frame of the CAVE space. The installation position is aligned with the CAVE multi-projection coordinate system after spatial calibration. The system uses a spatial positioning subsystem (such as an optical tracking system) to track the head position and orientation of each player in real time.
[0146] During the HUD's floating display, once the game begins, an aerial imaging module generates a dedicated floating HUD panel approximately 0.5m directly in front of each player, near eye level. The panel displays information including current weapon ammo (e.g., 30 / 90), health bar (e.g., 75%, green), personal score, and a minimap (showing teammate positions and mission objective directions). The HUD panel's position adjusts in real-time based on player head tracking data, ensuring that regardless of where the player is in the CAVE space, the HUD panel remains suspended within the optimal viewing area directly in front of them.
[0147] During air gesture interaction, when the system detects that the player has been continuously looking at the HUD panel for more than a preset threshold (e.g., 1.5 seconds), it automatically enters the air interaction mode. At this time, the HUD panel switches to an interactive interface (e.g., a weapon selection panel), and the player can make selections using hand gestures (e.g., pointing, clenching a fist, waving). After selection, the system triggers wearable haptic feedback (e.g., a short vibration of the armband) as confirmation of the operation.
[0148] In collaboration with CAVE projection, the content of the floating HUD panel and the CAVE projection screen work together in the same three-dimensional game space: when a player is attacked in the CAVE, the projected screen displays an impact effect (such as a red flashing at the edge of the screen), while the health bar in the head-up display panel decreases in real time; when a player obtains an item, the projected screen displays an animation of the item falling from the sky, while the HUD panel automatically updates the item inventory; during a crucial kill, the floating imaging module generates a kill marker effect (a floating 3D marker) in the direction of the kill, while the CAVE projection plays the kill effect animation, creating a sense of layering between the main screen and the floating marker.
[0149] Compared with AR head-mounted device solutions, the advantages of this embodiment are: zero wear (players do not need to wear any head devices, improving comfort and hygiene, shortening preparation time, and increasing table turnover rate), multi-person shared visibility (the same floating HUD panel can be seen by all players around with their naked eyes, which is conducive to team information sharing and collaboration), no adaptation issues (not affected by differences in player head shape and vision), and spatial alignment (HUD content and CAVE projection content are aligned in a unified three-dimensional space, forming a visual hierarchy of main screen plus floating information).
[0150] In this multi-sensory collaborative effect, the aerial levitation imaging in this embodiment serves as the third display layer, working in conjunction with CAVE multi-faceted projection (the first display layer) and wearable haptic feedback (the body perception layer) to create a three-in-one experience of information acquisition, visual immersion, and haptic feedback without the need for any wearable devices. Combined with an aerial non-wearable haptic module (if any), it can further achieve a comprehensive immersive experience that includes seeing head-up displays, sensing the environment, and being able to engage enemies.
[0151] Those skilled in the art will readily understand that the above description is merely a preferred embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, and improvements made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A multi-sensory environmental linkage control method based on game event-driven mechanisms, applied to an immersive motion-sensing game system, the system comprising an array of environmental sensory devices and wearable haptic feedback devices, the immersive motion-sensing game system operating within an immersive motion-sensing game space, characterized in that... Includes the following steps: S10, In the immersive motion-sensing game space, a game event bus is established. Game events generated by the game engine are published through the game event bus. The game events include event type, three-dimensional coordinates of the event in the virtual space, event intensity, and affected player identifier. S20, the sensory orchestration engine subscribes to the game events, coordinates and controls at least two different types of sensory effect outputs according to the event type and the event intensity, and performs multi-sensory channel joint orchestration decision; the multi-sensory channel joint orchestration decision includes environmental sensory channel decision, wearable haptic channel decision and temporal orchestration decision, the environmental sensory channel decision determines the subset of environmental senses to be triggered and their effect parameters according to the event type, the wearable haptic channel decision determines the feedback level and driving parameters of the wearable haptic channel according to the event type and the event intensity, and the temporal orchestration decision determines the triggering sequence of each sensory channel; S30, the linkage timing arranger uniformly arranges the triggering timing of the at least two different types of sensory channels according to the joint arrangement decision, so that the wearable tactile channel and the display screen channel are coordinated to start according to the timing strategy, and the feedback start time of the wearable tactile channel is earlier than the presentation time of the corresponding visual effect in the display screen channel. S40, according to the arranged sequence, send control commands to the environmental sensory device array and the wearable haptic feedback device so that the at least two different types of sensory effects are presented in sequence in the immersive somatosensory game space; S50 also includes a step of coordinating character facial expression response with multi-sensory environment: when a game event triggers a change in the facial expression of the player's digital avatar, the character's expression type and expression intensity are detected, wherein the character's expression type includes at least one of the following: painful expression, triumphant expression, fearful expression, alert expression, excited expression, neutral expression, surprised expression, and teeth-gritting expression. Based on the character's facial expression type and intensity, a predefined facial expression-environment linkage mapping table is queried to determine the corresponding multi-sensory environmental effect combination. The environmental effect combination includes at least two environmental effects from the following channels: temperature control, wind, odor, vibration, motion, lighting, audio, and wearable haptic. The parameters of the multi-sensory environmental effect combination are sent to the linkage timing orchestrator, and the start time offset is calculated based on the propagation delay of each sensory channel. Multi-channel environmental linkage is executed synchronously. The facial expression intensity modulates the parameters of each environmental effect, and the actual parameters are determined based on the mapping relationship between the normalized value of the facial expression intensity and the basic parameters. When the character's facial expression fades, the multi-sensory environmental effects gradually weaken synchronously, and each channel recovers to its state before the facial expression was triggered according to a preset decay time.
2. The multi-sensory environment linkage control method based on game event-driven as described in claim 1, characterized in that, In step S20, the feedback level of the wearable haptic channel is any one of a predefined plurality of feedback levels, each level corresponding to a different actuator type and driving parameters; the plurality of feedback levels includes at least a first level, a second level, a third level, a fourth level, and a fifth level; the actuator type corresponding to the first level is a vibration motor, driven by a continuous sine wave, used to provide mild cues; the actuator type corresponding to the second level is a linear actuator, driven by a decaying sine wave, used to provide mild impact feedback; the actuator type corresponding to the third level is a linear actuator, driven by a decaying sine wave with intermittent output, used to provide severe impact feedback; the actuator type corresponding to the fourth level is a combination of a linear actuator and a vibration motor, driven in pulse mode, used to provide fatal injury feedback; the actuator type corresponding to the fifth level is an electrical pulse module, used to provide microcurrent stimulation feedback; and the fifth level can only be enabled after the user completes a safety confirmation before the game starts.
3. The multi-sensory environment linkage control method based on game event-driven as described in claim 2, characterized in that, In step S20, the wearable haptic channel decision further includes an attack event haptic mapping step: querying a predefined attack event haptic mapping table according to the event type to determine the corresponding haptic feedback mode; the attack event haptic mapping table defines the correspondence between various game event types and haptic feedback modes, and the haptic feedback mode includes haptic feedback level, driving waveform and duration; Hit events correspond to a single, short vibration feedback mode; critical hit events correspond to a dual vibration feedback mode; successful dodge events correspond to a light touch feedback mode; successful block events correspond to a short, hard vibration feedback mode; failed block events correspond to a strong, continuous vibration feedback mode; explosion damage events correspond to a synchronized, strong vibration across all equipment followed by attenuation feedback mode; continuous status effect events correspond to a periodic pulse feedback mode; death events correspond to a long, continuous, strong vibration followed by a gradually weakening feedback mode; resurrection events correspond to a light touch followed by a gradually strengthening feedback mode; teammate healing events correspond to a gentle, continuous vibration feedback mode; and light and shadow effect attack events correspond to a special effect hit vibration plus a short pulse superimposed feedback mode.
4. The multi-sensory environment linkage control method based on game event-driven as described in claim 2, characterized in that, Step S20 also includes a tactile feedback step for light and shadow effect attacks: when a player initiates a light and shadow effect attack action containing element attributes, the predefined light and shadow effect tactile mapping table is queried according to the attack type and element attributes of the attack action to determine the corresponding tactile feedback parameters, which include vibration frequency, vibration amplitude and driving waveform. Among them, different elemental attribute special effects attack types correspond to different combinations of tactile feedback parameters: sword aura attack corresponds to high-frequency narrow pulse vibration, with a vibration frequency of 200Hz~300Hz, a vibration amplitude of 0.5mm~1.5mm, and a driving waveform of attenuated sine wave; fire attack corresponds to mid-frequency wide pulse vibration, with a vibration frequency of 100Hz~200Hz, a vibration amplitude of 1.0mm~3.0mm, and a driving waveform of pulse square wave; frost attack corresponds to low-frequency continuous vibration, with a vibration frequency of 50Hz~120Hz, a vibration amplitude of 0.3mm~1.0mm, and a driving waveform of continuous sine wave; lightning attack corresponds to high-frequency transient pulse, with a vibration frequency of 250Hz~300Hz, a vibration amplitude of 1.5mm~3.5mm, and a driving waveform of attenuated square wave.
5. The multi-sensory environment linkage control method based on game event-driven as described in claim 1, characterized in that, In step S20, the wearable haptic channel decision-making also includes spatial positioning linkage: obtaining the three-dimensional coordinate position of the attack hit point on the target player's body model; determining the actuator in the wearable device closest to the hit point as the trigger target based on the three-dimensional coordinate position; sending a haptic drive command to the trigger target; when the distance of the hit point within the mapping area of a certain vibration unit is less than a preset distance threshold, the vibration unit outputs at 100% intensity; when the hit point is located at the boundary of two vibration unit mapping areas and the distance difference is less than a preset boundary threshold, the two vibration units each output at a preset ratio intensity.
6. The multi-sensory environment linkage control method based on game event-driven as described in claim 1, characterized in that, In step S20, the sensory orchestration engine runs the event-driven sensory layer and the environmental background sensory layer simultaneously; the event-driven sensory layer is triggered by discrete game events and has a clear start time, end time, and intensity change curve; The environmental background sensory layer is determined by the current game scene state and is a continuously running background sensory effect; the event-driven sensory layer runs in superposition with the environmental background sensory layer, and the environmental background sensory layer transitions smoothly when the scene changes.
7. The multi-sensory environment linkage control method based on game event-driven as described in claim 1, characterized in that, In step S30, the linkage timing arranger calculates the start time offset for the triggering sequence of different physical channels in the environmental sensory channel based on the physical propagation delay; wherein, the start time offset of the wind sensing channel is determined by dividing the distance from the fan of the wind sensing channel to the player by the wind speed; the start time offset of the temperature control channel is determined by the heat conduction time from the heating element of the temperature control channel to the player; the start time offset of the odor channel is determined by the diffusion time of odor molecules in the odor channel; the vibrating floor channel is started synchronously with the wearable tactile channel.
8. The multi-sensory environment linkage control method based on game event-driven as described in claim 1, characterized in that, In step S30, the unified orchestration also includes multi-channel priority arbitration: when multiple effects to be executed exist simultaneously in the same sensory channel, high-priority events override low-priority events; the priority of the wearable haptic channel is higher than that of the environmental sensory channel; and the priority of safety constraints is higher than that of all sensory effects.
9. The multi-sensory environment linkage control method based on game event-driven as described in claim 1, characterized in that, Step S40 also includes a multi-player differentiated feedback step: in the same attack event, different players receive different levels of tactile feedback due to their different positions; the feedback level is calculated based on the Euclidean distance between the radius of the attack event and the player's distance from the center of the attack, and the feedback level is calculated according to the distance decay function.
10. The multi-sensory environment linkage control method based on game event-driven as described in claim 9, characterized in that, The distance decay function is any one of linear decay, exponential decay, or logarithmic decay; in linear decay, the feedback level is max(1, round(original level × (1 - d / R))); in exponential decay, the feedback level is max(1, round(original level × e^(-d / R))); in logarithmic decay, the feedback level is max(1, round(original level × (1 - log(1+d) / log(1+R)))); where d is the distance from the player to the event source, and R is the radius of effect.
11. The multi-sensory environment linkage control method based on game event-driven as described in claim 1, characterized in that, In step S40, safety protection is implemented during the feedback output process: the maximum output current of the electrical pulse module is limited to a preset current threshold by hardware limiting, and the hardware fuse automatically cuts off when the current threshold is exceeded; if the cumulative duration of high-intensity feedback exceeds a preset cumulative threshold within any consecutive preset time window, subsequent feedback is automatically downgraded by one level; if the cumulative number of highest-level feedbacks exceeds a preset number threshold within any consecutive preset time window, the system automatically disables the highest-level feedback for the player for a preset disable duration; the wearing status is detected by the skin contact sensor built into the wearable device, and the tactile output of the device is automatically paused when the device is not in contact with the skin.
12. The multi-sensory environment linkage control method based on game event-driven as described in claim 11, characterized in that, The safety protection also includes a graded temperature control strategy: in the normal temperature comfort mode, the temperature range is 16°C to 38°C and it can operate continuously; in the extreme environment mode, the temperature range is extended to 5°C to 42°C, and the single continuous temperature does not exceed the preset time threshold. After the time is exceeded, it will be forcibly restored to the normal temperature comfort mode.
13. The multi-sensory environment linkage control method based on game event-driven as described in claim 1, characterized in that, When a character triggers multiple expressions within a preset time, the sensory orchestration engine processes them according to the following strategy: for the same sensory channel, the later triggered expression effect overrides the earlier triggered expression effect, or they are executed in a mixed manner according to weight; for different sensory channels, each channel independently executes the effect corresponding to its own expression to achieve a composite sensory experience.
14. The multi-sensory environment linkage control method based on game event-driven as described in claim 1, characterized in that, In step S50, when the environmental linkage effect driven by the character's facial expression and the environmental linkage effect directly driven by the game event are triggered simultaneously in the same sensory channel, the effect driven by the game event has a higher priority than the effect driven by the character's facial expression.
15. The multi-sensory environment linkage control method based on game event-driven as described in claim 1, characterized in that, It also includes physical item linkage steps: Real-time tracking of the pose data of physical props in an immersive space, wherein the physical props have at least one of an inertial measurement unit, optical markers, and RFID / NFC tags built in; Map the pose of the physical props to the virtual game space coordinate system; Perform collision detection between the virtual object and the physical prop; When a collision occurs, visual effects are generated simultaneously on the virtual side, haptic feedback is provided on the physical prop side, and corresponding haptic feedback is provided on the wearable device side.
16. The multi-sensory environment linkage control method based on game event-driven as described in claim 1, characterized in that, It also includes the area awareness triggering step: The physical location of the player in the immersive space is detected in real time by a region sensing device, which includes at least one of a pressure-sensitive floor, an infrared human body detection array, a depth camera, and an ultra-wideband positioning device. The physical location is compared with the predefined trigger area boundary; When a player is detected entering the trigger area, an area entry event is generated and published to the game event bus; Based on the sensory configuration of the trigger area, the corresponding environmental sensory effects and wearable tactile effects are triggered.
17. The multi-sensory environment linkage control method based on game event-driven as described in claim 1, characterized in that, The wearable haptic feedback device includes at least one of the following forms: a vibrating armband, a vibrating vest, a vibrating glove, a vibrating legband, and an EMS wristband or finger ring. The vibrating armband is worn on the player's left or right forearm and is equipped with a linear actuator and a vibration motor. The vibrating vest is worn on the player's torso and is equipped with multiple linear actuators and vibration motors distributed on the chest and back. The vibrating legband is worn on the player's left or right thigh and is equipped with a linear actuator and a vibration motor. The corresponding rings of the EMS wristband or finger ring are worn on the player's wrist and fingers and are equipped with an electrical pulse module and a vibration motor.
18. The multi-sensory environment linkage control method based on game event-driven as described in claim 1, characterized in that, It also includes multi-sensory linkage steps in the wire jumping state: The system detects the bouncing motion generated by the player through the wire bouncing device, which includes the take-off phase, the air phase, and the landing phase. According to the different stages of the bouncing motion, corresponding multi-sensory linkage effects are triggered respectively; The take-off phase generates a weightlessness simulation effect through the motion platform and an upward airflow effect through the wind-sensing channel; the air phase maintains the weightlessness state of the motion platform, generates a horizontal airflow effect through the wind-sensing channel, and generates a cooling effect through the temperature control channel; the landing phase generates a landing impact effect through the motion platform, generates a ground shock wave effect through the vibrating floor, and generates a landing sound effect through spatial audio.
19. The multi-sensory environment linkage control method based on game event-driven as described in claim 1, characterized in that, It also includes an extreme environment effect simulation step: simulating extreme weather and natural disaster scenarios through the collaborative work of an array of environmental sensor devices, wherein the extreme environment scenarios include at least one of the following: rainstorm scenario, lightning scenario, tsunami or giant wave scenario, volcanic eruption scenario and earthquake scenario; The rainstorm scene simulates rainfall, wind and rain, cooling, raindrop impact vibration, and lightning effects through a water mist spray device installed at the top of the immersive space, a wind-sensing channel, a temperature-controlled channel, a vibrating floor channel, and a lighting channel. The lightning scene simulates lightning strike effects through a light array generating high-frequency flashes throughout the space, an audio system generating loud bangs throughout the space, wearable haptic feedback devices generating instantaneous strong pulses, and a vibrating floor generating full-area vibration. The tsunami or giant wave scene is simulated by a dynamic platform that generates tilting and bumping, a wind-sensing channel that generates continuous strong wind, a temperature-controlled channel that generates rapid cooling, a vibrating floor that generates low-frequency surging, and an odor channel that releases moisture or seawater odor. The volcanic eruption scenario simulates the effect of a volcanic eruption by using a temperature control channel to generate a rapid temperature rise, a vibrating floor to generate continuous and strong vibrations, an odor channel to release burnt and sulfurous odors, a light array to generate an orange-red dimming effect, a dynamic platform to generate irregular shaking, and a wind channel to generate a heat wave preheated by infrared heating lamps. The earthquake scenario is simulated through a combination of multi-degree-of-freedom partitioned independent driving of the vibrating floor channel, irregular shaking and sudden drops generated by the motion platform, random flickering and sudden changes in brightness of the light array, and continuous low-frequency vibration generated by the wearable haptic feedback device to simulate the earthquake effect.
20. The multi-sensory environment linkage control method based on game event-driven as described in claim 1, characterized in that, The immersive motion-sensing game space can be a multi-screen projection space, a hemispherical projection space, an LED display surface enclosed space, an LCD display surface enclosed space, or an OLED display surface enclosed space.
21. A game event-driven multi-sensory environment linkage control system, employing the method of any one of claims 1 to 20, characterized in that, include: The game event detection and classification module is used to receive game events generated by the game engine in the immersive motion-sensing game space and publish them to the game event bus. The game events include event type, three-dimensional coordinates of the event in the virtual space, event intensity, and affected player identifier. A multi-sensory feedback strategy engine is used to subscribe to the game events and simultaneously perform environmental sensory channel decisions and wearable haptic channel decisions. The environmental sensory channel decisions determine the subset of environmental senses to be triggered and their effect parameters, while the wearable haptic channel decisions determine the feedback level and driving parameters of the wearable haptic channel based on the event type and the event intensity. An environmental sensory control subsystem, comprising at least two of a temperature control module, a wind sensor module, an odor module, a vibrating floor module, and a motion platform module, is deployed along the inner wall of the immersive space; A wearable haptic feedback subsystem includes a wireless communication base station and multiple wearable haptic feedback devices, each wearable haptic feedback device including at least one actuator. The wearable haptic feedback subsystem also includes a hierarchical control engine for controlling the corresponding type of actuator to output hierarchical haptic effects according to the feedback level. The linkage timing arranger is used to uniformly arrange the trigger timing of multiple channels, so that the feedback start time of the wearable haptic channel is earlier than the presentation time of the corresponding visual effect in the display screen channel. The safety monitoring module is used to monitor the output intensity and safety status of all sensor devices, and provides maximum intensity limit, continuous high intensity protection and emergency stop functions; The character expression coordination module is used to subscribe to the game event bus. When a game event triggers a change in the character's facial expression, it queries the expression-environment linkage mapping table, generates the corresponding multi-sensory environment effect combination parameters, and sends them to the linkage timing orchestrator. The physical prop recognition and linkage module is used to track the pose data of physical props in the immersive space in real time, perform collision detection between virtual objects and physical props, and trigger multi-terminal feedback from the virtual side, physical prop side and wearable device side when a collision occurs. The area awareness and triggering module is used to detect the player's physical position in real time through at least one of pressure-sensitive floor, infrared detection, depth camera or ultra-wideband positioning device, and generate an area entry event when the player enters a preset trigger area and publish it to the game event bus.
22. The game event-driven multi-sensory environment linkage control system as described in claim 21, characterized in that, The system adopts a hierarchical control architecture, in which the game event bus, multi-sensory feedback strategy engine, linkage timing orchestrator, and various sensory device control subsystems sequentially constitute the event publishing layer, strategy decision layer, timing orchestration layer, and device execution layer.
23. The game event-driven multi-sensory environment linkage control system as described in claim 21, characterized in that, The multi-sensory feedback strategy engine runs an event-driven sensory layer and an environmental background sensory layer simultaneously; the event-driven sensory layer is triggered by discrete game events and has a clear start time, end time, and intensity change curve. The environmental background sensory layer is determined by the current game scene state and is a continuously running background sensory effect; the event-driven sensory layer runs in superposition with the environmental background sensory layer, and the environmental background sensory layer transitions smoothly when the scene changes.
24. The game event-driven multi-sensory environment linkage control system as described in claim 21, characterized in that, The game event bus is connected to the multi-sensory feedback strategy engine, the linkage timing arranger, the security monitoring module, the character expression collaborative linkage module, the physical prop recognition and linkage module, and the area perception and triggering module. Each module receives game events and triggers corresponding operations by subscribing to the game event bus. The wearable haptic feedback subsystem includes at least one BLE base station and multiple wearable haptic feedback devices. The BLE base station sends control commands to each wearable haptic feedback device via a BLE 5.0 wireless communication link, and each wearable haptic feedback device uploads its device status information to the BLE base station via the BLE 5.0 wireless communication link.