Method, apparatus, storage medium, and computer program for generating in-car game scenes

By predicting future driving states using vehicle and environmental data, in-car games achieve enhanced realism and immersion, addressing the limitations of fixed content and motion sickness issues.

JP2026069489APending Publication Date: 2026-04-23MOBILITY ASIA SMART TECH CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
MOBILITY ASIA SMART TECH CO LTD
Filing Date
2025-10-10
Publication Date
2026-04-23

AI Technical Summary

Technical Problem

Current in-car games lack diversity and immersion due to fixed game libraries and inconsistency between game screens and real-time driving conditions, causing user discomfort and motion sickness.

Method used

Generate in-vehicle game scenes by predicting future driving states based on vehicle dynamics and external environment data, synchronizing the game scene with real-time driving experiences to enhance realism and consistency.

Benefits of technology

Enhances game realism and user satisfaction by reducing dizziness and improving the alignment between visual and physical driving experiences, providing an immersive and forward-thinking gaming environment.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026069489000001_ABST
    Figure 2026069489000001_ABST
Patent Text Reader

Abstract

This provides a method for generating in-car game scenes. [Solution] The solution includes acquiring vehicle dynamic data related to the vehicle's motion state and the driver's steering actions, and external environment data related to the vehicle's travel path 202. It further includes predicting the vehicle's travel state to indicate the vehicle's future travel direction and speed based on the vehicle dynamic data and external environment data 204. It further includes generating an in-car game scene corresponding to the vehicle's travel scene based on the travel state 206. This allows for predicting the vehicle's possible future travel path and speed changes and pre-generating corresponding road scenes to provide the user with a forward-thinking game environment, improving the consistency between the user's driving experience and the ride experience, and enhancing the user experience while ensuring immersion and realism in the game.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] Embodiments of the present disclosure generally relate to the field of virtual reality, and more specifically, to a method, an apparatus, and a computer program for generating an in-vehicle game scene.

Background Art

[0002] In-vehicle games, as a new form of entertainment, are gradually integrating into users' daily lives and bringing new entertainment experiences to drivers and passengers. In-vehicle games are games that operate in an automobile or other vehicle. These games are specially designed for the in-vehicle environment and can not only operate in the entertainment system within the vehicle but also be enjoyed at any time and anywhere by means of mobile devices such as smartphones and tablets. In-vehicle games emphasize being easy and enjoyable to play and having simple operations, which helps to pass the time of drivers or passengers during the journey and increase the fun of the journey.

[0003] The forms of in-vehicle games are diverse. There is a center console large display game that uses the large display of the vehicle's center console as the main display screen for the game. Such forms of games are commonly seen in high-end vehicle models and vehicles equipped with smart entertainment systems. There are also mobile device games displayed by devices such as smartphones and tablets, and passengers can download and run in-vehicle games at any time and anywhere. Mobile device games are usually suitable for in-journey entertainment because of their small capacity and simple operations.

Summary of the Invention

Problems to be Solved by the Invention

[0004] Embodiments of the present disclosure provide a technical solution for generating an in-vehicle game scene, which enhances the realism and fun of the game, solves the problem of dizziness caused by the inconsistency between vision and body movement state in in-vehicle games, and improves the user experience and satisfaction. [Means for solving the problem]

[0005] The first aspect of this disclosure provides a method for generating in-vehicle game scenes. The method includes: acquiring vehicle dynamic data related to the vehicle's motion state and the driver's steering behavior, and external environment data related to the vehicle's driving path; predicting a driving state that indicates the vehicle's future direction and speed based on the vehicle dynamic data and external environment data; and generating an in-vehicle game scene corresponding to the vehicle's driving scene based on the driving state.

[0006] The second aspect of this disclosure provides a device for generating in-vehicle game scenes. The device comprises a processor and a memory coupled to the processor and storing instructions. When an instruction is executed by the processor, the device is caused to acquire vehicle dynamic data related to the vehicle's motion state and the driver's steering actions, and external environment data related to the vehicle's driving path. Based on the vehicle dynamic data and external environment data, the device is caused to predict a driving state that indicates the vehicle's future driving direction and speed, and based on the driving state, it is caused to generate an in-vehicle game scene corresponding to the vehicle's driving scene.

[0007] A third aspect of this disclosure provides an apparatus for generating in-vehicle game scenes. The apparatus comprises a data acquisition unit, a vehicle state prediction unit, and a game scene generation unit. The data acquisition unit is configured to acquire vehicle dynamic data related to the vehicle's motion state and the driver's steering behavior, and external environment data related to the vehicle's travel path. The vehicle state prediction unit is configured to predict the driving state to indicate the vehicle's future direction and speed based on the vehicle dynamic data and external environment data. The game scene generation unit is configured to generate an in-vehicle game scene corresponding to the vehicle's driving scene based on the driving state.

[0008] According to the fourth aspect of this disclosure, a computer-readable storage medium is provided, the computer-readable storage medium storing computer-executable instructions, and when these computer-executable instructions are executed, the computer is caused to execute the method according to the first aspect of this disclosure.

[0009] A computer program product is provided according to the fifth aspect of this disclosure. The computer program product is tangibly stored on a non-volatile computer-readable medium and includes an equipment-executable instruction that, when executed, causes an equipment to perform the method relating to the first aspect of this disclosure.

[0010] The summary of the present invention is provided to introduce several concepts in a simplified form, and it should be noted that these concepts will be further explained in the following specific embodiments. The summary portion of the invention is not intended to indicate any important features or essential components of the present disclosure, nor is it intended to limit the scope of the present disclosure. [Brief explanation of the drawing]

[0011] Exemplary embodiments of this disclosure will be described in more detail with reference to the drawings. The above and other purposes, features and advantages of this disclosure will become clearer. [Figure 1] A schematic diagram of an exemplary environment that can be realized by the embodiments of this disclosure is shown. [Figure 2] A schematic flowchart of a method for generating an in-vehicle game scene according to an embodiment of this disclosure is shown. [Figure 3] A schematic flowchart illustrating the generation of an in-vehicle game scene based on the driving direction and driving speed according to the embodiments of this disclosure is shown. [Figure 4] A schematic diagram of the rendering of the driving lane according to an embodiment of this disclosure is shown. [Figure 5] A schematic diagram of the extended rendering of the driving lane according to an embodiment of this disclosure is shown. [Figure 6] This diagram shows a schematic representation of generating an in-vehicle game scene corresponding to a navigation route according to an embodiment of the present disclosure. [Figure 7] A schematic block diagram of an apparatus for generating in-vehicle game scenes according to an embodiment of the present disclosure is shown. [Figure 8] A schematic block diagram of an exemplary apparatus that can be used to carry out the embodiments of this disclosure is shown.

[0012] In all drawings, identical or similar reference numerals indicate identical or similar elements. [Modes for carrying out the invention]

[0013] The embodiments of this disclosure will be described in more detail below with reference to the drawings. While the drawings illustrate several embodiments of this disclosure, it should be understood that this disclosure is achievable in various forms and should not be construed as being limited to the embodiments described herein. Rather, these embodiments are provided to provide a deeper and more complete understanding of this disclosure. It should be understood that the drawings and embodiments of this disclosure are illustrative only and do not limit the scope of protection of this disclosure.

[0014] In the description of the embodiments of this disclosure, the term "including" and its variations should be understood as open inclusion, i.e., "including but not limited to." The term "based on" should be understood as "based at least in part." The term "one embodiment" or "the embodiment" should be understood as "at least one embodiment." The terms "first," "second," etc., may refer to different or identical subjects unless explicitly stated otherwise.

[0015] Currently, the in-car gaming sector is undergoing a transformation from traditional static entertainment to dynamic, interactive experiences. However, current technologies often limit the content of most in-car games to pre-downloaded content, significantly restricting game diversity and gameplay. Users are faced with a fixed game library lacking freshness and challenge, making it difficult to maintain long-term interest and engagement. Furthermore, because game content deviates from real-time road conditions and driving experiences, users cannot achieve an immersive experience similar to actual driving, further reducing their motivation to continue playing.

[0016] To enhance the interactivity and immersion of in-car games, some in-car games attempt to allow passengers to enjoy driving during their journeys by linking the game screen to real-time road conditions and simulating driving. However, during the simulation process, the game screen and the actual environment cannot be perfectly synchronized, and if the actual movement of the vehicle does not match the user's game operations, the user is likely to experience dizziness. For example, when the vehicle performs actions such as turning left, turning right, or braking suddenly, the game screen cannot immediately reflect these changes and often lags behind the vehicle's current driving environment. In this case, the user's game screen may remain in an "unupdated game state" from the previous command, meaning there is a clear discrepancy between the user's simulated driving operations and the actual movement of the vehicle. This discrepancy in the user's simulated driving experience can easily cause physical discomfort, or so-called "motion sickness." This not only affects the game experience but can also have adverse effects on the health of passengers.

[0017] Based on this point, the embodiments of the present disclosure provide a technical solution for generating an in-vehicle game scene, which can enhance the realism and趣味性 of the game, and at the same time solve the dizziness problem caused by the inconsistency between vision and body movement state in in-vehicle games, improving the user experience and satisfaction. According to the method of this embodiment, first, vehicle dynamic data related to the movement state of the vehicle and the driving behavior of the driver, and external environment data related to the vehicle driving route are acquired. Next, based on the vehicle dynamic data and the external environment data, a driving state indicating the future driving direction and driving speed of the vehicle is predicted. Finally, based on the driving state, an in-vehicle game scene corresponding to the vehicle driving scene is generated.

[0018] Here, the in-vehicle game scene corresponding to the vehicle driving scene may be a virtual game environment that simulates the actual driving environment of the predicted vehicle. Such an in-vehicle game scene may predict the future driving route and speed changes based on the current movement state of the vehicle and the external driving environment, and generate the corresponding road scene in advance. Different from the conventional means, the method of the present disclosure is not limited to simple real-time simulation, and can provide a game environment with foresight for the user. Thereby, it improves the inconsistency between vision and body movement state caused by the delay of simulation, enhances the consistency between the user's driving experience and riding experience, ensures the immersion and realism of the game, and improves the user experience.

[0019] Referring to FIGS. 1 to 8, the basic principle and some embodiments of the present disclosure will be described. It should be understood that these embodiments are for those skilled in the art to better understand and implement the embodiments of the present disclosure, and do not limit the scope of the present disclosure in any form.

[0020] FIG. 1 shows a schematic diagram of an exemplary environment 100 in which the device and / or method according to the embodiment of the present disclosure can be realized. As shown in FIG. 1, in some embodiments, the exemplary environment 100 may include the actual driving environment 101 of the vehicle 103. The driving environment 101 is a set of all external physical conditions and factors where the vehicle 103 is located during driving, and may include roads, pedestrians, traffic lights, intersections, construction areas, curves, slopes, and various weather conditions, etc.

[0021] In some embodiments, the game host 109 can obtain vehicle dynamic data 105 from the vehicle 103. The game host 109 can be an in-vehicle computing device, a virtual reality (VR) device, or a mobile device such as a mobile phone or a computer, and specifically, it can be selected according to actual needs. The vehicle dynamic data 105 can include data related to the motion state of the vehicle 103 and the driving behavior of the driver. Among these, the data related to the motion state of the vehicle 103 can include, but is not limited to, driving speed, driving direction, acceleration, braking state, steering angle, tire pressure, etc. The data related to the motion state reflects the current physical state of the vehicle. The data related to the driver's driving behavior can include, but is not limited to, the acceleration and deceleration operations of the accelerator pedal by the driver, the rotation of the steering wheel (including rotation angle, rotation speed, and direction), and the depression force of the brake pedal. The data related to the driver indicates the driver's driving intention and operating habits. The vehicle 103 can confirm the vehicle dynamic data 105 through built-in sensors (such as speed sensors, accelerometers, gyroscopes, steering wheel angle sensors, pressure sensors, etc.). It is also possible to directly confirm these data through the in-vehicle network. Since the acquisition method is consistent with the methods in the related art, repeated descriptions are not provided here.

[0022] In some embodiments, the game host 109 can also obtain external environment data 107 from the vehicle 103. The external environment data 107 refers to external factor information that can affect the future driving route and driving speed of the vehicle. The external environment data 107 includes, but is not limited to, road information, traffic conditions, traffic lights, weather conditions, longitude and latitude information, etc. The vehicle 103 can confirm the external environment data 107 in various ways. For example, sensors such as radars and cameras can be used to detect the environment, or information can be exchanged with other vehicles and traffic infrastructure through in-vehicle network technology.

[0023] In some embodiments, the vehicle 103 can verify vehicle dynamic data 105 and external environment data 107 and then transmit them to the game host 109. After receiving the vehicle dynamic data 105 and external environment data 107, the game host 109 predicts the future driving state of the vehicle 103 based on the vehicle dynamic data 105 and external environment data 107. This driving state is used to indicate the future direction and speed of the vehicle 103. The driving state can be understood as the driving path, speed changes, and possible driving actions that the vehicle 103 will take over a certain period in the future, derived by the prediction algorithm of the game host 109 based on the current vehicle dynamic data 105 and external environment data 107.

[0024] As shown in Figure 1, the game host 109 can generate an in-car game scene 111 based on the future driving state of the vehicle 103 after confirming the driving state. The generated in-car game scene 111 can guide the user to perform game operations that match the driving experience. For example, if the external environment data 107 includes that the vehicle is driving in a left-turn lane and no obstacles or traffic lights have been detected in the lane, the game host 109 can predict that the vehicle 103 will continue to drive to the left. In this case, the game host 109 generates an in-car game scene 111 that includes a left-turn lane and guides the user to perform a left-turn operation. This allows the user to not only experience the fun of driving while participating in the in-car game, but also to achieve consistency between the driving experience and the driving experience. In the embodiments of this disclosure, the in-car game scene 111 may be rendered with VR glasses or displayed on a smartphone or an in-car display. User game operations can also be implemented with controllers or gestures, and can be specifically selected according to actual needs, and this disclosure is not limited thereto.

[0025] This enhances the realism and enjoyment of the game, while simultaneously providing users with an immersive gaming environment. It also improves the discrepancy between visual and physical states caused by simulation lag, resolves dizziness issues in in-car games, and enhances the consistency and satisfaction of the user's driving and riding experience.

[0026] A schematic diagram of an environment 100 in which embodiments of the present disclosure can be realized is illustrated with reference to Figure 1. Environment 100 is illustrative and should be understood not as limiting the scope of the present disclosure. Environment 100 may include more components not shown in Figure 1, and each component in environment 100 may be realized in different ways.

[0027] The flowchart of Method 200 for generating an in-vehicle game scene according to an embodiment of the present disclosure will be described below with reference to Figure 2. Method 200 may be executed by an apparatus for generating an in-vehicle game scene. This apparatus may be, for example, a game host 109 in environment 100, a server or system located in a vehicle, or an independent apparatus or system. This apparatus may be implemented by software and / or hardware. Next, Method 200 will be described in general terms, using the game host 109 as the execution entity as an example. Referring to Figure 2, Method 200 may include blocks 202, 204, and 206.

[0028] In block 202, in-vehicle dynamic data related to the vehicle's motion state and the driver's steering behavior, as well as external environmental data related to the vehicle's travel path, are acquired. For example, as shown in Figure 1, in the vehicle dynamic data 105, data related to the motion state of the vehicle 103 is used to indicate the current physical state of the vehicle, such as travel speed, travel direction, acceleration, braking state, steering angle, and tire pressure. Of the vehicle dynamic data 105, data related to the driver's steering behavior is used to indicate the driver's driving intentions and operating habits (e.g., acceleration and deceleration operations on the accelerator pedal, rotation of the steering wheel (including rotation angle, rotation speed, and direction), brake pedal pressure, etc.). External environmental data 107 refers to information on external factors that may affect the vehicle's future travel path and travel speed. External environmental data 107 includes road information, traffic conditions, traffic lights, weather conditions, and latitude and longitude information. In embodiments of this disclosure, the game host 109 can acquire the vehicle dynamic data 105 and external environmental data 107 via sensors provided on the vehicle 103.

[0029] In block 204, the game host 109 predicts the vehicle's future driving state, indicating its future direction and speed, based on vehicle dynamic data and external environmental data. For example, as shown in Figure 1, the game host 109 can predict the future driving state of vehicle 103 based on vehicle dynamic data 105 and external environmental data 107, and this driving state indicates the vehicle's future direction and speed. The driving state can be understood as the driving path, speed changes, and possible driving actions that vehicle 103 will take over a certain period in the future, derived by the game host 109's prediction algorithm based on the current vehicle dynamic data 105 and external environmental data 107. For example, if the external environmental data 107 includes that the vehicle is traveling in a left-turn lane and no obstacles or traffic lights are detected in the lane, the game host 109 can predict that vehicle 103 will continue to travel to the left. In the process of predicting the driving state, the game host 109 can make predictions using methods such as a physical model, a machine learning model, or pre-set rules, which can be specifically selected as needed, and this disclosure is not limited thereto.

[0030] In block 206, an in-car game scene corresponding to the vehicle's driving scene is generated based on the driving state. For example, as shown in Figure 1, the game host 109 can generate an in-car game scene 111 based on the driving state after confirming the future driving state of the vehicle 103. The generated in-car game scene 111 can guide the user to perform game operations that match the driving experience. For example, if it is predicted that the vehicle 103 will drive to the left, the game host 109 can generate an in-car game scene 111 that includes a left-turn lane and guide the user to perform a left turn. As a result, when the user performs a left turn, the actual driving experience will also be a left turn, maintaining consistency between the driving experience and the passenger experience. Also, for example, if the external environment data 107 includes the detection of a traffic signal indicating that the vehicle is driving in a straight lane and that passage is prohibited in the straight lane within a predetermined time period, the game host 109 can predict that the vehicle 103 will slow down in the future. At this time, the game host 109 can render traffic lights and obstacles in the straight lane of the in-car game scene 111 to guide the user to decelerate. As a result, when the user decelerates, the actual driving experience will also decelerate. Furthermore, for example, if it is detected that the vehicle is traveling down a long slope on a highway on a rainy day, the in-car game scene 111 can simulate a wet road surface and potential obstacles to guide the user to adopt a cautious driving strategy.

[0031] According to Method 200 shown in Figure 2, an embodiment of this disclosure predicts the future driving state of a vehicle from vehicle dynamic data and external environmental data, and generates an in-car game scene. This enhances the realism and enjoyment of the game, while simultaneously providing the user with a forward-thinking game environment and improving the discrepancy between visual and physical movement states caused by simulation delay. This solves the problem of dizziness for users in in-car games and improves the consistency and satisfaction of the driving and riding experience.

[0032] Figure 3 shows a schematic low chart for generating an in-vehicle game scene based on the driving direction and speed according to an embodiment of the present disclosure. In block 302, the future driving state of the vehicle is determined. For example, as shown in Figure 1, the future driving state of vehicle 103 can be predicted based on vehicle dynamic data 105 and external environment data 107. As mentioned above, the driving state refers to the driving path, speed changes, and possible driving actions that vehicle 103 will take over a certain period in the future, and includes the trend of speed changes, specific numerical values ​​of acceleration or deceleration, lane changes, overtaking, deceleration and stopping, etc. For example, the driving state may be a turn from north to east, 60-80 km / h, and preparation to change to the left lane in 5 seconds.

[0033] In block 304, the direction of travel is determined. Based on the confirmed driving conditions, the vehicle's direction of travel can be further derived. For example, if the vehicle dynamic data shows that the left turn light is on, the steering wheel is turned to the left, and the external environment data indicates that the left lane is passable, then it can be determined that the vehicle's future direction of travel is a left turn. In box 308, the road direction is determined. After the vehicle's future direction of travel has been determined, the in-car game can determine the direction in which the user should be guided to perform game operations, i.e., the road direction to be rendered.

[0034] In box 306, the driving speed is determined. The speed can be determined by analyzing the driving conditions. In addition to directly reading the current vehicle speed, it is possible to predict speed changes over a certain period of time by considering factors such as vehicle acceleration, the speed limit of the road ahead, and traffic congestion. For example, if the road ahead is passable and the vehicle is accelerating, it can be predicted that the future vehicle speed will increase. In box 310, the blur level is determined. The blur level is determined to simulate speed perception in a real driving environment. When the vehicle is traveling at a high speed, the surrounding environment will appear somewhat blurred due to afterimage and dynamic blur effects. Therefore, in in-car game scenes, it is necessary to adjust the blur level of the scene based on the determined driving speed.

[0035] Box 312 generates an in-car game scene. After the direction of travel and blur level are determined, an in-car game scene can be generated based on these. For example, if "the direction of travel is determined to be a right turn," the game scene can render a road model for a right turn (including details such as the curvature, width, and possible traffic signs). At the same time, if the travel speed is high, a certain level of blur is applied to the road boundaries and background objects (e.g., distant trees, buildings, etc.) to simulate the dynamic blur effect during actual driving. In this way, the generated in-car game scene provides the user with an immersive game environment, increasing the consistency of the user's driving and riding experience, as well as achieving more realistic visual effects and improving user immersion.

[0036] Figure 4 is a schematic diagram showing the rendering of a driving lane according to an embodiment of the present disclosure. As shown in Figure 4, if the vehicle's driving environment 401 includes a straight landmark and a left-turn landmark 403, the vehicle can be seen from the external environment data as being located within the lane containing the left-turn landmark 403. If the vehicle dynamic data does not include any lane change intentions or signals that affect the driving path, the future direction of travel can be determined to be a left turn based on the current external environment data and in-vehicle dynamic data, and the boundary of the driving road 407 along the left-turn direction can be rendered in the in-vehicle game environment 405. In some embodiments, only the boundary of the left-turn driving road 407 may be rendered, or the boundary of the straight driving road may be rendered simultaneously. When rendering the boundary of the straight road, the density (color intensity) of the boundary of the left-turn driving road can be made greater than the density of the boundary of the straight road. In other words, when rendering the boundaries of the driving road, the boundaries of the driving road can be rendered along the direction of travel such that the density of the boundaries of the driving road is greater than the density of the boundaries of roads that deviate from the direction of travel. This allows users to easily and clearly see the necessary progression route in the game and perform the corresponding game actions guided by the system.

[0037] Figure 5 is a schematic diagram showing the extended rendering of a driving lane according to an embodiment of the present disclosure. As shown in Figure 5, from the external environment data, it is determined that the vehicle's driving environment 501 includes a traffic signal 503 and that the vehicle is located within a lane where entry is prohibited for a certain period of time. If the vehicle dynamic data includes the driver's deceleration operation, it can be determined that the future direction of travel will not change and the future speed of travel will decrease. At this time, in the in-car game environment 505, it is also possible to extend and render the boundary 507 of the driving road along the original direction of travel. Alternatively, after rendering the driving road along the original direction of travel, obstacles and traffic signals can be rendered within the road, allowing the user to perform game operations corresponding to the driver's operations.

[0038] Figure 6 shows a schematic diagram illustrating the generation of an in-vehicle game scene corresponding to a navigation route according to an embodiment of this disclosure. The vehicle's driving navigation route 603 is acquired, and the vehicle's future driving environment 601 is identified based on the navigation route 603. Based on the driving environment 601, the vehicle's driving state, indicating the direction and speed of travel from the vehicle's starting point to its end point, is identified by comprehensively considering factors such as road conditions, traffic rules, real-time traffic conditions, and the vehicle's own performance. In other words, the driving direction, route, and speed that the vehicle may take during the process of traveling along the navigation route 603 are predicted. Finally, an in-vehicle game scene 605 corresponding to the navigation route 603 is generated based on the predicted vehicle driving state. In this embodiment, the in-vehicle game scene 605 simulates the actual driving process, reproducing detailed elements such as road layout, traffic signs, and building scenery. User operations in the game correspond to the operations of a real-world driver, thereby realizing an immersive experience in which the driving experience and the ride experience are consistent.

[0039] Figure 7 shows a schematic block diagram of an apparatus for generating in-vehicle game scenes according to an embodiment of the present disclosure.

[0040] As shown in Figure 7, the device 700 includes a data acquisition unit 702, a vehicle state prediction unit 704, and a game scene generation unit 706. The data acquisition unit 702 is configured to acquire vehicle dynamic data related to the vehicle's motion state and the driver's steering actions, as well as external environment data related to the vehicle's travel path. The vehicle state prediction unit 704 is configured to predict the vehicle's future travel direction and speed based on the vehicle dynamic data and external environment data. The game scene generation unit 706 is configured to generate an in-vehicle game scene corresponding to the vehicle's travel scene based on the travel state.

[0041] In some embodiments, the vehicle dynamic data includes the vehicle's real-time direction of travel, the vehicle's real-time speed, the driver's actions on the vehicle's accelerator pedal, and the driver's actions on the vehicle's steering wheel.

[0042] In some embodiments, the external environment data includes traffic signals, traffic conditions, road information, and latitude and longitude information.

[0043] In some embodiments, the game scene generation unit 706 may further be configured to determine the future direction of travel of the vehicle based on the driving state, and to render the road along the direction of travel to generate an in-vehicle game scene corresponding to the vehicle's driving scene.

[0044] In some embodiments, the game scene generation unit 706 may be configured to determine whether the driver's operation of the vehicle's accelerator pedal is a deceleration action, and to extend the rendering of the road along the direction of travel if the driver's operation of the accelerator pedal is a deceleration action.

[0045] In some embodiments, the game scene generation unit 706 may be configured to render the boundaries of the roads along the direction of travel, such that the density of the road boundaries is greater than the density of the road boundaries that are offset from the direction of travel.

[0046] In some embodiments, the game scene generation unit 706 may be configured to render obstacles or no-go signs on roads that deviate from the direction of travel.

[0047] In some embodiments, the game scene generation unit 706 may be configured to determine the future speed of the vehicle based on the driving state, to determine the blur level of the rendering objects in the in-vehicle game scene based on the driving speed, and to generate an in-vehicle game scene corresponding to the vehicle's driving scene based on the blur level.

[0048] In some embodiments, the device 700 further comprises a navigation route acquisition unit, a state determination unit, and a scene generation unit. The navigation route acquisition unit is configured to acquire a navigation route on which the vehicle will travel. The state determination unit is configured to determine a vehicle driving state based on the navigation route, indicating the direction and speed of travel from the vehicle's starting point to its destination. The scene generation unit is configured to generate an in-vehicle game scene corresponding to the navigation route based on the vehicle driving state.

[0049] In some embodiments, the in-car game scene is rendered and generated by virtual reality (VR) glasses.

[0050] Figure 8 shows a schematic block diagram of an exemplary apparatus 800 that can be used to carry out some embodiments of the present disclosure. As shown in Figure 8, the apparatus 800 comprises a central processing unit (CPU) 801. The CPU 801 can perform various appropriate operations and processes based on computer program instructions stored in read-only memory (ROM) 802 or computer program instructions loaded from storage device 808 into random access memory (RAM) 803. The RAM 803 can also store various programs and data necessary for the operation of the apparatus 800. The CPU 801, ROM 802, and RAM 803 are interconnected via a bus 804. An input / output (I / O) interface 805 is also connected to the bus 804.

[0051] Multiple components within device 800 (including input units 806 such as a keyboard and mouse, output units 807 such as various displays and speakers, storage units 808 such as disks and optical disks, and communication units 809 such as a network card, modem, and wireless communication transceiver) are connected to the I / O interface 805. The communication unit 809 enables device 800 to exchange information / data with other devices via computer networks such as the Internet and / or various communication networks.

[0052] The various processes and operations described above (e.g., Method 200) may be executed by the processing unit 801. For example, in some embodiments, Method 200 may be implemented as a computer software program physically recorded on a machine-readable medium such as a storage device 808. In some embodiments, part or all of the computer program may be loaded and / or installed into the device 800 via ROM 802 and / or communication unit 809. Once the computer program is loaded into RAM 803 and executed by CPU 801, one or more operations of Method 200 described above can be performed.

[0053] This disclosure may include methods, apparatus, systems, and / or computer program products. A computer program product may include a computer-readable storage medium on which computer-readable program instructions for performing each aspect of this disclosure are loaded.

[0054] A computer-readable storage medium is a tangible device capable of holding and storing instructions used by an instruction execution device. Computer-readable storage mediums may, but are not limited to, electrical storage devices, magnetic storage devices, optical storage devices, electromagnetic storage devices, semiconductor storage devices, or any suitable combination thereof. More specific examples (non-exclusive list) of computer-readable storage mediums include portable computer disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), static random access memory (SRAM), portable compressed disk read-only memory (CD-ROM), digital multimedia disks (DVDs), memory sticks, floppy disks, mechanical encoding devices (e.g., punch cards or grooved projection structures on which instructions are recorded), and any suitable combination of the above. As used herein, computer-readable storage mediums do not refer to instantaneous signals themselves, such as radio waves or other freely propagating electromagnetic waves, electromagnetic waves propagating through waveguides or other transmission media (e.g., optical pulses through fiber optic cables), or electrical signals transmitted through wires.

[0055] The computer-readable program instructions described herein are downloaded from a computer-readable storage medium to each computer / processor, or downloaded to an external computer or external storage device via a network (e.g., the Internet, LAN, WAN, and / or wireless network). Examples of networks include copper transmission cables, optical fiber transmission, wireless transmission, routers, firewalls, switches, gateway computers, and / or edge servers. A network adapter or network interface in each computer / processor receives the computer-readable program instructions from the network and transfers them so that they are stored in the computer-readable storage medium of each computer / processor.

[0056] Computer program instructions for performing the operations of the Disclosure may be assembly instructions, instruction set architecture (ISA) instructions, machine instructions, machine-dependent instructions, microcode, firmware instructions, state setting data, or source code or object code written in any combination of one or more programming languages, the programming languages ​​including object-oriented programming languages ​​such as Smalltalk and C++, and conventional procedural programming languages ​​such as the "C" language and similar programming languages. Computer-readable program instructions may be fully executed on a user computer, partially executed on a user computer, executed as a standalone software package, partially executed on a user computer and partially executed on a remote computer, or fully executed on a remote computer or server. In the case of a remote computer, the remote computer may be connected to the user computer or to an external computer (for example, via the Internet through an Internet Service Provider) via any type of network (such as a local area network (LAN) or wide area network (WAN)). In some embodiments, the state information of computer-readable program instructions can be used to individually customize electronic circuits such as programmable logic circuits, field-programmable gate arrays (FPGAs), and programmable logic arrays (PLAs), and each aspect of the present disclosure can be realized by having these electronic circuits execute computer-readable program instructions.

[0057] This specification describes each aspect of the specification with reference to flowcharts and / or block diagrams of methods, apparatus (systems), and computer program products relating to the embodiments herein. It should be understood that each box in the flowcharts and / or block diagrams, and each combination of boxes in the flowcharts and / or block diagrams, can be realized by computer-readable program instructions.

[0058] When these computer-readable program instructions are provided to a processing unit of a general-purpose computer, a dedicated computer, or other programmable data processing device, the execution of these instructions by the computer or other programmable data processing device provides a machine that implements a device that performs the functions / operations defined in one or more blocks in a flowchart and / or block diagram. These computer-readable program instructions can also be stored in a computer-readable storage medium, which causes a computer, programmable data processing device, and / or other device to operate in a specific manner. Therefore, a computer-readable medium containing these instructions may include a product containing instructions for each phase that implements the functions / operations defined in one or more blocks in a flowchart and / or block diagram.

[0059] Computer-readable program instructions can also be loaded into a computer, other programmable data processing device, or other device, thereby generating a computer implementation process by executing a series of operational steps on the computer, other programmable data processing device, or other device, resulting in the instructions executed on the computer, other programmable data processing device, or other device realizing a function / operation defined in one or more boxes in a flowchart and / or block diagram.

[0060] The illustrated flowcharts and block diagrams illustrate possible architectures, functions, and operations of systems, methods, and computer program products relating to multiple embodiments of the present disclosure. In this regard, each box in a flowchart or block diagram may represent a module, program segment, or part of an instruction containing one or more executable instructions for realizing a given logical function. In alternative embodiments, the functions described within a box may occur in a different order than that shown in the drawings. For example, two consecutive boxes may actually be executed substantially in parallel, or in reverse order depending on the functions involved. It should also be noted that each block in a block diagram and / or flowchart, and combinations of blocks in a block diagram and / or flowchart, may be realized by a dedicated hardware-based system that performs a given function or operation, or by a combination of dedicated hardware and computer instructions.

[0061] While the embodiments of this disclosure have been described above, the above descriptions are illustrative and not exhaustive, and are not limited to the embodiments presented. Many modifications and changes will be apparent to those skilled in the art without departing from the scope and spirit of the embodiments described. The choice of terms used herein is intended to best describe the principle, application, or improvement of the technology in the market of each embodiment, or to enable those skilled in the art to understand each embodiment presented herein.

Claims

1. To acquire vehicle dynamic data related to the vehicle's motion state and the driver's steering actions, and external environmental data related to the vehicle's travel path, Based on the aforementioned vehicle dynamic data and the aforementioned external environmental data, predict the driving state to indicate the future direction and speed of the vehicle. This includes generating an in-car game scene corresponding to the vehicle's driving scene based on the aforementioned driving state, A method for generating in-car game scenes.

2. The aforementioned vehicle dynamic data includes the vehicle's real-time direction of travel, the vehicle's real-time speed, the driver's steering actions in response to the vehicle's accelerator pedal, and the driver's steering actions in response to the vehicle's steering wheel. The method according to claim 1.

3. The aforementioned external environmental data includes traffic signals, traffic conditions, road information, and latitude / longitude information. The method according to claim 2.

4. Generating an in-car game scene corresponding to the driving scene of the aforementioned vehicle is: Based on the aforementioned driving conditions, the future direction of travel of the vehicle is determined, This includes rendering the road along the aforementioned direction of travel to generate an in-car game scene corresponding to the vehicle's driving scene, The method according to claim 3.

5. Rendering the road along the aforementioned direction of travel is To determine whether the driver's steering action in response to the accelerator pedal of the vehicle is a deceleration action, This includes extending the rendering of the road in the direction of travel, in accordance with the driver's steering action in response to the accelerator pedal of the vehicle, which is a deceleration action. The method according to claim 4.

6. Rendering the road along the aforementioned direction of travel is further, This includes rendering the boundary of the road along the direction of travel such that the density of the boundary of the road is greater than the density of the boundary of the road that deviates from the direction of travel. The method according to claim 5.

7. The further includes rendering obstacles or no-entry signs on roads that deviate from the aforementioned direction of travel, The method according to claim 6.

8. Generating an in-car game scene corresponding to the vehicle's driving scene is: Based on the aforementioned driving conditions, the future driving speed of the vehicle is determined, Based on the aforementioned driving speed, the blur level of the rendering object in the in-car game scene is determined, The further includes generating an in-car game scene corresponding to the vehicle's driving scene based on the aforementioned blur level, The method according to claim 4.

9. Obtaining the navigation route the vehicle will travel, Based on the aforementioned navigation route, the vehicle's driving state is determined to indicate the direction and speed of travel of the vehicle from the starting point to the ending point. The further includes generating an in-car game scene corresponding to the navigation route based on the vehicle driving state, The method according to claim 1.

10. The aforementioned in-car game scene is generated by rendering using virtual reality (VR) glasses. The method according to claim 1.

11. A device for generating in-car game scenes, Processor and The processor is coupled to a memory in which instructions are stored, When the aforementioned instruction is executed by the processor, the device will: The system acquires vehicle dynamic data related to the vehicle's motion state and the driver's steering actions, as well as external environmental data related to the vehicle's travel path. Based on the aforementioned vehicle dynamic data and the aforementioned external environmental data, the driving state is predicted to indicate the future direction and speed of the vehicle. Based on the aforementioned driving conditions, an in-car game scene corresponding to the vehicle's driving scene is generated. A device for generating in-car game scenes.

12. A computer-readable storage medium in which computer-executable instructions are stored, When the computer-executable instruction is executed, the computer is made to perform the steps of the method according to any one of claims 1 to 10. A computer-readable storage medium.

13. It is a computer program, When the computer program is executed, the device is made to perform the steps of the method according to any one of claims 1 to 10. Computer program.