Method for recommending movement paths in a virtual field
Patent Information
- Application Number
- JP2025180268
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2024-11-01
- Filing Date
- 2025-10-27
- Publication Date
- 2026-08-27
- Estimated Expiration
- 2045-10-27
AI Technical Summary
【0008】 2.本発明では、各仮想フィールドマップの位置を配置するとき、各仮想フィールドマップの仮想のマップ範囲と前記現実の移動可能範囲とに最大重なり面積を持たせているため、本発明では、前記最大重なり面積に基づいて、長さが最長および長めとなる推奨経路を生成することができ、室内環境の空間が効果的に利用されるとともに、前記推奨経路が表示可能となる。これにより、ディレクターおよび制作チームは、前記推奨経路を参考にして脚本制作やアートエンジニアリングなどの作業を行うことができ、こうして完成されたルームスケールVR製品は、参加者の移動距離を最大化または最適化して、ひいては参加者の没入感の効果を効果的に向上できる。
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a route recommendation method, and more particularly to a method for recommending travel routes in a virtual field. [Background technology]
[0002] Room-scale VR activities involve participants wearing VR glasses and entering a pre-designed indoor environment, where they can move around according to the virtual field images displayed on the VR glasses. Since the indoor environment has walls, the virtual field's route design must be adapted to the indoor environment to prevent participants from bumping into the walls while moving. For example, when a participant approaches a wall, the VR glasses can display images of impassable areas (e.g., markers, signs, cliffs, rivers, mountain walls, etc.) to encourage the participant not to move any further.
[0003] However, since designing the routes of a virtual field usually requires lengthy discussions between the director and the production team (including computer graphics artists, programmers, etc.), effectively reducing the production costs of room-scale VR products is difficult. On the other hand, if the routes of a virtual field are not properly designed compared to the indoor environment, the indoor environment will not be used effectively, and participants may clear the virtual field too quickly, resulting in an insufficient experience. [Overview of the project] [Problems that the invention aims to solve]
[0004] In view of this, the main objective of the present invention is to provide a method for recommending travel paths in a virtual field that aims to overcome the problems of difficulty in effectively reducing manufacturing costs and excessively shortening route designs in the prior art. [Means for solving the problem]
[0005] The method for recommending movement paths in a virtual field according to the present invention is executed by a processor. The steps include obtaining a real field map having a real-world movable range and a plurality of virtual field maps, each having a virtual map range and including a first virtual field map and a second virtual field map, The steps include setting a first starting point and a first ending point of the first virtual field map within the actual movable range, The steps include: positioning the first virtual field map so that the virtual map range of the first virtual field map and the actual movable range have the maximum overlap area; The steps include setting a second starting point and a second ending point of the second virtual field map within the actual movable range, and corresponding the second starting point to the first ending point of the first virtual field map, The steps include: positioning the second virtual field map so that the virtual map range of the second virtual field map and the actual movable range have the maximum overlap area; Steps include: generating a plurality of different first paths in the first virtual field map based on a first number of nodes, a first starting point, and a first ending point; and selecting the top N longer first paths within the actual traversable range as the N recommended paths in the first virtual field map, wherein N is a positive integer of 1 or more and a predetermined value, and each first path passes through the first node corresponding to the first number of nodes; Steps include: generating a plurality of different second paths in the second virtual field map based on a second number of nodes, a second starting point, and a second ending point, and selecting the top M longer second paths within the actual traversable range as the M recommended paths in the second virtual field map, wherein M is a positive integer of 1 or more and a predetermined value, and each second path passes through the second node corresponding to the second number of nodes; The process includes the step of controlling the display to show the N recommended routes of the first virtual field map and the M recommended routes of the second virtual field map.
[0006] The present invention has the following effects.
[0007] 1. The virtual field route design method of the present invention is executed by a processor and can automatically generate and display recommended routes applicable to real indoor environments for reference to the director and production team. As a result, the director and production team can significantly reduce the time spent on virtual field route design, and consequently effectively reduce production costs. It should be noted that the real field map is not limited to indoor environments; it can also be used for outdoor environments, and the present invention merely uses an indoor environment as an example.
[0008] 2. In this invention, when positioning each virtual field map, the virtual map range of each virtual field map and the actual movable range are given the maximum overlap area. Therefore, in this invention, based on the maximum overlap area, recommended paths with the longest and longer lengths can be generated, effectively utilizing the space of the indoor environment, and the recommended paths can be displayed. As a result, the director and production team can use the recommended paths as a reference for tasks such as scriptwriting and art engineering, and the completed room-scale VR product can maximize or optimize the distance participants move, thereby effectively improving the effect of participant immersion.
[0009] 3. The reality field map corresponds to the actual spatial arrangement of the indoor environment. In this invention, there is also a gap between the boundary of the actual movable range of the reality field map and the walls of the indoor environment. Since the actual movable range is the maximum range that the participant can move, the participant will not bump into walls when moving within the immersive environment.
Brief Description of the Drawings
[0010] [Figure 1] It is a flowchart of an embodiment of a method for designing a movement route in a virtual field of the present invention. [Figure 2] In one embodiment of the present invention, it is a schematic diagram of a real field map. [Figure 3A] In one embodiment of the present invention, it is a schematic diagram of a first virtual field map. [Figure 3B] In one embodiment of the present invention, it is a schematic diagram of a second virtual field map. [Figure 3C] In one embodiment of the present invention, it is a schematic diagram of a third virtual field map. [Figure 3D] In one embodiment of the present invention, it is a schematic diagram of a fourth virtual field map. [Figure 4] In one embodiment of the present invention, it is a schematic diagram for setting a starting point and an ending point of a first virtual field map within a real movable range of a real field map. [Figure 5] In one embodiment of the present invention, it is a schematic diagram when arranging the position of the first virtual field map. [Figure 6] In one embodiment of the present invention, it is a schematic diagram for setting a starting point and an ending point of a second virtual field map within a real movable range of a real field map. [Figure 7] In one embodiment of the present invention, it is a schematic diagram when arranging the position of the second virtual field map. [Figure 8] In one embodiment of the present invention, it is a schematic diagram in which the arrangements of the first virtual field map to the fourth virtual field map are completed. [Figure 9] In one embodiment of the present invention, it is a schematic diagram for generating a plurality of different first routes in the first virtual field map. [Figure 10]In one embodiment of the present invention, a schematic diagram (1) shows that a first path that is within the actual movable range of the real field map and is of a relatively long length is designated as the recommended path. [Figure 11] This is a schematic diagram of the process of generating a first path in one embodiment of the present invention. [Figure 12] This is a schematic diagram illustrating the generation of recommended paths in the first to fourth virtual field maps in one embodiment of the present invention. [Figure 13] In one embodiment of the present invention, this is a schematic diagram having a virtual movable range within a first virtual field map to a fourth virtual field map. [Figure 14] In one embodiment of the present invention, a schematic diagram (2) shows that a first path that is within the actual movable range of the real field map and is of a relatively long length is designated as the recommended path. [Figure 15] This is a schematic diagram illustrating the setting of an extended starting point within a first virtual field map in one embodiment of the present invention. [Figure 16] This is a schematic diagram illustrating one embodiment of the present invention, in which extended starting points are set within the first to fourth virtual field maps, respectively. [Modes for carrying out the invention]
[0011] The virtual field movement path recommendation method of the present invention is executed by a processor, for example, the central processing unit (CPU) of a computer, and the present invention can be implemented in the working environment of a Unity or Unreal Software Development Kit.
[0012] Please refer to Figure 1. One embodiment of the method for recommending movement paths in a virtual field according to the present invention includes the following steps.
[0013] Step S01: The processor acquires a real field map having a real movable range and a plurality of virtual field maps, each having a virtual map range and including a first virtual field map and a second virtual field map. In one embodiment, the electronic files of the real field map and the plurality of virtual field maps can be stored in a storage device that is a computer-readable medium, and the storage device can be, for example, a conventional hard disk drive (HDD) or a solid-state drive (SSD). Since the processor is connected to the storage device, the processor can acquire the real field map and the plurality of virtual field maps from the storage device. Of these, the real field map and the plurality of virtual field maps are created in the same coordinate system. The real field map can be applied to indoor environments of Extended Reality (XR), Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR), and since participants can walk around in the indoor environment, the real field map can also correspond to the walkable area of the participants. It should be noted that the aforementioned real-world field map is not limited to one corresponding to an indoor environment, and can also correspond to an outdoor environment. In this invention, the indoor environment is merely used as an example. The real-world field map is electronic map data corresponding to the indoor environment. Taking Figure 2 as an example, the XY coordinate axes constitute the ground (horizontal plane) corresponding to the indoor environment. The real-world field map 10 has a real-world map range 101 and a real-world movable range 102, and the positions of the real-world map range 101 and the real-world movable range 102 are defined by coordinates. The boundary of the real-world map range 101 can correspond to walls or other obstacles in the indoor environment, the real-world movable range 102 is within the real-world map range 101, and there is a gap 103 between the boundary of the real-world movable range 102 and the boundary of the real-world map range 101. The shapes of the real-world map range 101 and the real-world movable range 102 are not limited to the rectangle shown in Figure 2.Each virtual field map is electronic map data of a virtual environment, which is, for example, a game scene. Each virtual field map has a virtual map range whose position is defined by spatial coordinates, and the shape of the virtual map range can be anything. Furthermore, the visual experience of the virtual map range can be even wider than that of the indoor environment. For ease of explanation, the plurality of virtual field maps may include a first virtual field map 21 shown in Figure 3A and a second virtual field map 22 shown in Figure 3B. In this example, the shape of the virtual map range 210 of the first virtual field map 21 is rectangular, and the shape of the virtual map range 220 of the second virtual field map 22 is hexagonal. Figures 3C and 3D disclose a third virtual field map 23 and its triangular virtual map range 230, and a fourth virtual field map 24 and its circular virtual map range 240, respectively, among the plurality of virtual field maps.
[0014] Step S02: The processor sets a first starting point and a first ending point of the first virtual field map within the actual movable range. In one embodiment, since the processor can be connected to an input device such as a computer keyboard or mouse, referring to Figure 4, the processor sets a starting point (hereinafter defined as the first starting point 211) and an ending point (hereinafter defined as the first ending point 212) of the first virtual field map 21 based on a control command when the user operates the input device. The first starting point 211 and the first ending point 212 are within the actual movable range 102, and the positions of the first starting point 211 and the first ending point 212 are defined by coordinates. Of these, the first starting point 211 means an entrance to enter the first virtual field map 21, and the first ending point 212 means an exit from the first virtual field map 21.
[0015] Step S03: The processor positions the first virtual field map so that the virtual map range of the first virtual field map and the actual movable range have the maximum overlap area. See Figure 5. In one embodiment, the processor rotates the first virtual field map 21 360 degrees around the first starting point 211, that is, rotates the first virtual field map 21 360 degrees around the actual field map 10, but the direction of rotation is not limited to clockwise or counterclockwise, and in the process of rotating the first virtual field map 21, the processor can calculate and compare the overlap area A between the virtual map range 210 of the first virtual field map 21 and the actual movable range 102. Of these, the calculation principle of the computer program for the overlap area A is common knowledge in the art and can be considered an application of the prior art, and in the present invention, the first virtual field map 21 is mainly positioned at the position where the overlap area A is at its maximum value. Therefore, assuming that Figure 4 represents the processor's determination result, the virtual map range 210 of the first virtual field map 21 and the real-world movable range 102 have the maximum overlap area under the condition that both the first starting point 211 and the first ending point 212 are within the actual movable range 102.
[0016] Step S04: The processor sets a second starting point and a second ending point of the second virtual field map within the actual movable range, and associates the second starting point with the first ending point of the first virtual field map. This step S04 can be inferred by referring to step S02. Simply put, referring to Figure 6, the processor sets a starting point (hereinafter defined as the second starting point 221) and an ending point (hereinafter defined as the second ending point 222) of the second virtual field map 22 based on a control command when the user operates the input device. The second starting point 221 and the second ending point 222 are within the actual movable range 102, and the positions of the second starting point 221 and the second ending point 222 are defined by coordinates. Of these, the position of the second starting point 221 and the position of the first ending point 212 of the first virtual field map 21 overlap and correspond to each other, and after leaving the first virtual field map 21 via the first ending point 212, it is possible to enter the second virtual field map 22 through the second starting point 221.
[0017] Step S05: The processor positions the second virtual field map so that the virtual map range of the second virtual field map and the actual movable range have the maximum overlap area. This step S05 can be inferred by referring to step S03. Simply put, referring to Figure 7, the processor rotates the second virtual field map 22 360 degrees around the second starting point 221, that is, rotates the second virtual field map 22 relative to the real field map 10, and in the process of rotating the second virtual field map 22, it calculates the overlap area B between the virtual map range 220 of the second virtual field map 22 and the real movable range 102. If we assume that Figure 6 is the result of the processor's determination, then the virtual map range 220 of the second virtual field map 22 and the real movable range 102 have the maximum overlap area under the condition that both the second starting point 221 and the second ending point 222 are within the real movable range 102.
[0018] Similarly, in one embodiment, Figure 8 discloses a state in which the processor has completed the placement of the first virtual field map 21 to the fourth virtual field map 24, each of which has a maximum overlap area with the actual movable range 102. Of these, the third virtual field map 23 has a third starting point 231 and a third ending point 232, and the fourth virtual field map 24 has a fourth starting point 241 and a fourth ending point 242. The position of the third starting point 231 corresponds to the position of the second ending point 222 of the second virtual field map 22, and the position of the fourth starting point 241 corresponds to the position of the third ending point 232 of the third virtual field map 23.
[0019] Step S06: In the first virtual field map, the processor generates a plurality of different first paths based on a first number of nodes, a first starting point, and a first ending point, and selects the top N longer first paths within the actual traversable range as the N recommended paths of the first virtual field map. N is a positive integer greater than or equal to 1 and is a predetermined value, and each first path passes through the first node of the first number of nodes. In one embodiment, the first number of nodes is one of the predetermined parameters used by the processor to generate the first paths, and the first number of nodes means the number of first nodes in each first path. For example, the number of first nodes is 1, meaning that each first path has one first node, and the position of the first node is defined by coordinates. In the step where the processor generates the plurality of first paths, referring to Figure 9 (omitting the second virtual field map 22 to the fourth virtual field map 24 in Figure 8 for the time being), the processor generates a first path P1 along the first starting point 211, the first node n1, and the first ending point 212, but the positions of the first node n1 in the plurality of first paths P1 are different from each other. Of these, the processor can maximize the path length by pre-setting the position of the first node n1 on the boundary of the virtual map range 210 of the first virtual field map 21. After each first path P1 turns around at each first node n1, the processor determines whether each first path P1 is within the actual traversable range 102 and places the first path P1 that is within the actual traversable range 102. Also, referring to Figures 9 and 10, the processor selects the top N first paths P1 that are within the actual traversable range 102 and have a relatively long length from the N recommended paths P1. * The length of each first path P1 is the sum of the straight-line distance from the first starting point 211 to the first node n1 and the straight-line distance from the first node n1 to the first ending point 212. The recommended path P1 is located within the actual movable range 102. * Regarding this, recommended route P1 *This means that the path coordinates of the first path P1 do not overlap with the boundary coordinates of the actual movable range 102. In other words, if the path coordinates of the first path P1 overlap with the boundary coordinates of the actual movable range 102, it means that the first path P1 and the boundary of the actual movable range 102 intersect, but in this case the first path P1 is not within the actual movable range 102 and the recommended path P1 * This is not the case. In one embodiment, referring to Figure 11, when the processor generates the first first path P11, it first pre-sets the first node n1 at an arbitrary position on the boundary of the virtual map range 210 of the first virtual field map 21, and defines a reference line L consisting of the first starting point 211 and the first node n1, where the reference line L becomes a sub-line segment of the first first path P11, and the processor defines the angle between the two connection lines consisting of the first starting point 211 and the first node n1 of two adjacent first paths P1 (including the first first path P11) based on a first angle parameter θ1, where the first angle parameter θ1 determines the number of the plurality of first paths P1. For example, if the number of the plurality of first paths P1 is X, X can be expressed as X = 360 degrees ÷ θ1, and taking Figure 9 as an example, if θ1 is 30 degrees, then X will be 12. Therefore, after the processor has created the first path P11, it can generate a further plurality (X minus 1) of first paths P1 based on the first angle parameter θ1.
[0020] Step S07: In the second virtual field map, the processor generates a plurality of different second paths based on the second number of nodes, the second starting point, and the second ending point, and sets the top M second paths with longer lengths within the actual movable range as the M recommended paths of the second virtual field map. M is a positive integer greater than or equal to 1 and is a predetermined value, and each second path passes through the second nodes of the second number of nodes. This step S07 can be analogized by referring to step S06. For example, the second number of nodes can be set to 1, and during the step of generating the plurality of different second paths, the processor defines an angle between two connection lines formed by the second starting point and the second node of two adjacent second paths based on a second angle parameter. Among these, the second angle parameter and the first angle parameter may be the same or different.
[0021] Similarly, in one embodiment, as shown in FIG. 12, the processor can generate one or more recommended paths P1 * , P2 * , P3 * , P4 * in the first virtual field map 21 to the fourth virtual field map 24 respectively.
[0022] Step S08: The processor controls to display the N recommended paths of the first virtual field map and the M recommended paths of the second virtual field map on a display. In one embodiment, the processor is connected to the display, and the display is, for example, a liquid crystal display. During this step S08, the present invention enables the director to visually recognize the recommended paths P1 * , P2 * , P3 * , P4 *The display can be shown to visualize this, meaning the director can view the screen shown in Figure 12 on the display. This allows the director and production team to choose from the multiple recommended paths P1 based on the plot needs. * P2 * P3 * P4 * A suitable route can be selected and used from among them. * P2 * P3 * P4 * The features of this system are that it provides participants in Extended Reality (XR), Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) with longer walking distances (the step of determining the maximum overlapping area mentioned above), while ensuring that the participant's range of movement does not exceed the real-world range of movement 102, and that a safe distance is maintained between the participant and the actual wall so that the participant does not bump into the wall.
[0023] In one embodiment, each virtual field map has a virtual movable area within its virtual map range, the location of which is defined by coordinates, meaning that when participants experience Extended Reality (XR), Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR), they can only move within the said virtual movable area. For example, the virtual field map can display impassable objects (e.g., markers, signs, cliffs, rivers, mountain walls, etc.) at the boundaries of the virtual movable area. See Figure 13. In the step of positioning the first virtual field map 21, the processor ensures that the virtual map range 210 of the first virtual field map 21 and the real movable area 102 have maximum overlap, provided that the virtual movable area 213 of the first virtual field map 21 is within the real movable area 102. Similarly, in the step of positioning the second virtual field map 22, the processor ensures that the virtual map range 220 of the second virtual field map 22 and the real movable range 102 have the maximum overlap area, provided that the virtual movable range 223 of the second virtual field map 22 is within the real movable range 102. The third virtual field map 23 and the fourth virtual field map 24 also have virtual movable ranges 233 and 243, respectively, and their positioning methods can be similarly inferred.
[0024] In the above embodiment, as shown in Figures 9 to 11, the processor pre-sets the position of the first node n1 on the boundary of the virtual map range 210 of the first virtual field map 21. The node settings of other virtual field maps can be similarly inferred. In the embodiment having virtual movable ranges 213, 223, 233, and 243 shown in Figure 13, the recommended path P1 * P2 * P3 * P4 *The virtual movable ranges 213, 223, 233, and 243 can be set, meaning that the processor pre-sets the positions of all nodes on the boundaries of the virtual movable ranges 213, 223, 233, and 243 of the first virtual field map 21 to the fourth virtual field map 24, respectively, and the recommended path P1 * P2 * P3 * P4 * According to the method for generating the recommended path P1, each path passes through the node. * P2 * P3 * P4 * The virtual movable ranges 213, 223, 233, and 243 can be set. Taking Figure 14 as an example, the processor pre-sets the position of the first node n1 on the boundary of the virtual movable range 213 of the first virtual field map 21. The node setting methods for other virtual field maps can be similarly inferred.
[0025] In one embodiment, the processor may set an extended starting point for each virtual field map, the position of which is defined by coordinates and is within the actual movable range. Continuing from the previous example, in the step of the processor setting the first starting point 211 and the first ending point 212 of the first virtual field map 21, referring to Figure 15, the processor may further set an extended starting point 214 of the first virtual field map 21, the extended starting point 214 being within the actual movable range 102, that is, both the first starting point 211 and the extended starting point 214 can be the entrance to the first virtual field map 21. The method for setting the extended starting point 214 is the same as that for the first starting point 211, as described above, and can be similarly inferred. Then, as shown in Figure 16, the second to fourth virtual field maps 22 to 24 may also have extended starting points 224, 234, and 244, respectively. Furthermore, to make it clearer, in addition to generating the plurality of first paths P1 (shown in Figure 9) along the first starting point 211, the first node n1, and the first ending point 212, the processor also separately generates a plurality of first extended paths (not shown) along the extended starting point 214, the first node n1, and the first ending point 212. Therefore, the processor selects the N recommended paths P1 from the plurality of first paths P1. * In addition to determining the above, the processor may determine one or more recommended extended paths (not shown) corresponding to the extended starting point 214 from among the plurality of first extended paths using the same determination method. Similarly, when the second virtual field map 22 to the fourth virtual field map 24 each contain extended starting points 224, 234, and 244, the processor can generate recommended extended paths (not shown) corresponding to the extended starting points 224, 234, and 244. As a result, the processor determines that the display shows the recommended path P1 of the first virtual field map 21 to the fourth virtual field map 24. * P2 * P3 * P4 * It can also be controlled to display extended recommended routes.
[0026] In summary, the virtual field movement path recommendation system may include the processor, the storage device, the input device, and the display, wherein the processor is electrically connected to the storage device, the input device, and the display, and the processor performs the virtual field movement path recommendation method as described above. [Explanation of Symbols]
[0027] 10 Real-world field map 101 Real-world map range 102 Real-world range of movement 103 Interval 210, 220, 230, 240 Virtual map range 21. First Virtual Field Map 211 The First Starting Point 212 First Destination 214, 224, 234, 244 Extended starting point 213, 223, 233, 243 Virtual movable range 22. Second Virtual Field Map 221 The Second Starting Point 222 The Second Destination 23. Third Virtual Field Map 231 The Third Starting Point 232 The Third Destination 24. The fourth virtual field map 241 The Fourth Starting Point 242 The Fourth Destination Overlap area of A and B n1 First node P1 First route P11 The first route P1 * P2 * P3 * P4 * Recommended route L reference line
Claims
1. A method for recommending movement paths in a virtual field, which is executed by a processor, The steps include obtaining a real field map having a real-world movable range and a plurality of virtual field maps, each having a virtual map range and including a first virtual field map and a second virtual field map, The steps include setting a first starting point and a first ending point of the first virtual field map within the actual movable range, The steps include: positioning the first virtual field map so that the virtual map range of the first virtual field map and the actual movable range have the maximum overlap area; The steps include setting a second starting point and a second ending point of the second virtual field map within the actual movable range, and corresponding the second starting point to the first ending point of the first virtual field map, The steps include: positioning the second virtual field map so that the virtual map range of the second virtual field map and the actual movable range have the maximum overlap area; Steps include: generating a plurality of different first paths in the first virtual field map based on a first number of nodes, a first starting point, and a first ending point; and selecting the top N longer first paths within the actual traversable range as the N recommended paths in the first virtual field map, wherein N is a positive integer of 1 or more and a predetermined value, and each first path passes through a first node corresponding to the first number of nodes; Steps include: generating a plurality of different second paths in the second virtual field map based on a second number of nodes, a second starting point, and a second ending point; and selecting the top M longer second paths within the actual traversable range as the M recommended paths in the second virtual field map, wherein M is a positive integer of 1 or more and a predetermined value, and each second path passes through the second node corresponding to the second number of nodes; A method for recommending movement paths in a virtual field, comprising the step of controlling the display of the N recommended paths of the first virtual field map and the M recommended paths of the second virtual field map on a display.
2. Each virtual field map has a virtual movable area within its virtual map range. In the step of positioning the first virtual field map, under the condition that the virtual movable range of the first virtual field map is within the actual movable range, the virtual map range of the first virtual field map and the actual movable range are given the maximum overlap area. A method for recommending a movement path in a virtual field according to claim 1, wherein, in the step of positioning the second virtual field map, the virtual movable range of the second virtual field map is within the actual movable range, and the virtual map range of the second virtual field map and the actual movable range are given the maximum overlap area.
3. In the step of positioning the first virtual field map, the first virtual field map is rotated with the first starting point as a fixed point, and in the process of rotating the first virtual field map, the overlapping area between the virtual map range of the first virtual field map and the actual movable range is calculated. A method for recommending a movement path in a virtual field according to claim 1, wherein, in the step of positioning the second virtual field map, the second virtual field map is rotated with the second starting point as a fixed point, and in the process of rotating the second virtual field map, the overlapping area between the virtual map range of the second virtual field map and the actual movable range is calculated.
4. The first number of nodes is 1, and the second number of nodes is 1, In the step of generating the aforementioned multiple different first paths, the angle between two connecting lines, which are formed by the first starting point and the first node of two adjacent first paths, is defined based on a first angle parameter. A method for recommending a travel path in a virtual field according to claim 1, wherein, in the step of generating a plurality of different second paths, an angle is defined between two connecting lines formed by the second starting point and the second node of two adjacent second paths, based on a second angle parameter.
5. An extended starting point is set for each virtual field map, and the extended starting point is located within the actual movable range. The method for recommending a travel route in a virtual field according to claim 1, wherein the travel route recommendation method includes generating an extended recommended route corresponding to the extended starting point.
6. The method for recommending a movement path in a virtual field according to claim 1, wherein the position of the first node is predetermined to lie on the boundary of the virtual map range of the first virtual field map.
7. The first virtual field map has a virtual movable range within its virtual map range, The method for recommending a movement path in a virtual field according to claim 1, wherein the position of the first node is predetermined to lie on the boundary of the virtual movable range of the first virtual field map.
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