System and method for controlling movement of character in game on the basis of head-mounted display device

By using the data acquisition and fusion module of the head-mounted display device, gyroscope and camera data are converted into movement information of the game character, solving the problem of not being able to control the game character in real time in existing technologies, and realizing real-time movement of the game character and enhanced immersion.

WO2026051468A1PCT designated stage Publication Date: 2026-03-12SHANGHAI CHENGRONG NETWORK TECHNOLOGY CO LTD
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Patent Information

Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-06-05
Publication Date
2026-03-12

AI Technical Summary

Technical Problem

Current technology does not allow players to control the movement of game characters in the real world in real time using head-mounted displays.

Method used

The system employs modules for data acquisition, preprocessing, spatial positioning, coordinate transformation, and data fusion to fuse angular velocity data from the gyroscope and image frame data captured by the camera. Real-time movement control of the game character is achieved through a mapping control module.

Benefits of technology

It enables real-time movement control of game characters via head-mounted displays, enhancing the operator's immersion and game interaction efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

Disclosed in the present invention are a system and method for controlling the movement of a character in a game on the basis of a head-mounted display device. The system comprises: a data acquisition module used for acquiring real data; a data preprocessing module used for preprocessing the real data; a spatial positioning module used for estimating the direction of a device; a coordinate conversion module used for determining the coordinates of the device in space; a data fusion module used for converting the real data into game data; and a mapping control module used for controlling the movement of a game character on the basis of the game data. The present invention provides a system and method for controlling the movement of a character in a game on the basis of a head-mounted display device. Angular velocity data of a gyroscope and gesture data recognized by a camera are fused by means of a data fusion module to obtain movement information and a motion state of a game character, and the movement information and the motion state are mapped to the state of the game character, so that the movement of the game character is controlled in real time by means of a head-mounted display device.
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Description

A system and method for controlling the movement of a game character according to a head-mounted device TECHNICAL FIELD

[0001] The present application belongs to the technical field of game control, and specifically relates to a system and method for controlling the movement of a game character according to a head-mounted device. BACKGROUND

[0002] Electronic games are constantly evolving to meet the spiritual needs of people at this stage. For example, role-playing games, shooting games, and tactical games that can be controlled on a terminal. The control of game characters is generally transmitted through a keyboard or a handle to transmit control instructions. In order to enhance the immersion of the operator, a head-mounted device using virtual reality or augmented reality is used to control the game character. However, in the prior art, such as the game screen processing method disclosed in CN118059481A, the game interaction efficiency is improved through the line of sight interaction of the user wearing a helmet. However, the prior art cannot allow the player to control the movement of the game character in real time through the head-mounted device in the real world. SUMMARY

[0003] The purpose of the present application is to provide a system and method for controlling the movement of a game character according to a head-mounted device, which solves the problem that the prior art cannot allow the player to control the movement of the game character in real time through the head-mounted device in the real world.

[0004] To this end, the present application provides a system for controlling the movement of a game character according to a head-mounted device, comprising:

[0005] A data acquisition module for acquiring real data;

[0006] A data preprocessing module electrically connected to the data acquisition module, for preprocessing real data;

[0007] A spatial positioning module electrically connected to the data preprocessing module, for estimating the direction of the device;

[0008] A coordinate conversion module electrically connected to the spatial positioning module, for determining the coordinates of the device in space;

[0009] A data fusion module electrically connected to the coordinate conversion module and the data preprocessing module, for converting real data into game data;

[0010] A mapping control module electrically connected to the data fusion module, for controlling the movement of the game character according to the game data.

[0011] Preferably, the data acquisition module comprises a gyroscope data acquisition module and a camera data acquisition module, the gyroscope data acquisition module is used to acquire angular velocity data of the gyroscope, and the camera is used to capture image frames and extract image information.

[0012] Preferably, the data preprocessing module comprises a gyroscope data preprocessing module and a camera data preprocessing module, the gyroscope data preprocessing module is electrically connected with the gyroscope data acquisition module, and the camera data preprocessing module is electrically connected with the camera data acquisition module.

[0013] Preferably, the spatial positioning module estimates the direction of the device by integrating the angular velocity data.

[0014] Preferably, the coordinate conversion module converts the angular velocity data of the gyroscope into Euler angles to represent the direction of the device in space.

[0015] Preferably, the data fusion module comprises a movement information fusion module and a motion state fusion module, the movement information fusion module converts the angular velocity data of the gyroscope and the image frame data into movement data of the game character, and the motion state fusion module determines the motion posture of the character according to the image information recognized from the image frames captured by the camera.

[0016] Preferably, the mapping control module defines control logic to map the collected spatial coordinates to the movement of the game character.

[0017] Preferably, the method further comprises a loop control module, and the loop control module is electrically connected with the data acquisition module, the data preprocessing module, the spatial positioning module, the coordinate conversion module, the data fusion module and the mapping control module.

[0018] A method for controlling the movement of a character in a game by using a head-mounted device, comprising the following steps:

[0019] S1, acquiring angular velocity data of a gyroscope and image frame data of a camera;

[0020] S2, preprocessing the angular velocity data of the gyroscope and the image frame data of the camera;

[0021] S3, estimating the direction of the head-mounted device according to the preprocessed angular velocity data of the gyroscope;

[0022] S4, converting the preprocessed angular velocity data of the gyroscope into Euler angles to represent the direction of the device in space;

[0023] S5, the angular velocity data of the gyroscope is fused with the image frame data of the camera to obtain movement information of the game character, and the motion state of the game character is obtained through the image frame data of the camera;

[0024] S6, the data of the game character is updated according to the movement information and the motion state.

[0025] Preferably, S1-S6 are circularly performed, so that the game character moves according to the real-time control of the head-mounted device. Beneficial effects:

[0026] 1. The application provides a system for implementing control of movement of a game character according to a head-mounted device, wherein the angular velocity data of a gyroscope and gesture data recognized by a camera are fused through a data fusion module to obtain movement information and a motion state of the game character, which are mapped to the state of the game character, so as to realize real-time control of movement of the game character through the head-mounted device.

[0027] 2. In the application, the direction and position of the head-mounted device in space are determined through the angular velocity data of the gyroscope, so as to map to the perspective of the game character, so that the perspective of the game character is adapted to the movement of the game character. BRIEF DESCRIPTION OF DRAWINGS

[0028] In order to more clearly illustrate the technical solutions in the embodiments of the application or the prior art, the following will briefly introduce the drawings needed to be used in the embodiments or the prior art description. Obviously, the drawings in the following description only constitute some embodiments of the application, and for those skilled in the art, other drawings can also be obtained without creative labor on the basis of these drawings.

[0029] Fig. 1 is a system structure schematic diagram of a system for implementing control of movement of a game character according to a head-mounted device in the application;

[0030] Fig. 2 is a method flow chart of a method for implementing control of movement of a game character according to a head-mounted device in the application; DETAILED DESCRIPTION

[0031] The content of the application can be more easily understood by referring to the following detailed description of the preferred embodiment of the application and the included embodiments. Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. When there is a conflict between the definitions in the specification and the meanings commonly understood by those skilled in the art, the definitions in the specification shall prevail.

[0032] Embodiment 1:

[0033] As shown in Fig. 1, a system for implementing control of movement of a game character according to a head-mounted device comprises:

[0034] The data acquisition module is used to collect real-world data. It includes a gyroscope data acquisition module and a camera data acquisition module. The gyroscope data acquisition module is used to collect the angular velocity data of the gyroscope's x, y, and z axes, while the camera is used to capture image frames and extract image information, including the position and posture of the hand.

[0035] The data preprocessing module, electrically connected to the data acquisition module, is used to preprocess real-world data. It includes a gyroscope data preprocessing module and a camera data preprocessing module, both electrically connected to the gyroscope and camera data acquisition modules. The gyroscope data preprocessing module reduces noise and drift in the angular velocity data using filtering algorithms. The camera data preprocessing module performs image processing on the image frame data, extracting the position and pose of the hand in the image through noise reduction, edge detection, and finger detection.

[0036] The spatial positioning module is electrically connected to the data preprocessing module. The spatial positioning module estimates the orientation of the device using the angular velocity data after integral preprocessing.

[0037] The coordinate transformation module is electrically connected to the spatial positioning module. The coordinate transformation module is used to determine the coordinates of the device in space. The coordinate transformation module converts the angular velocity data of the gyroscope into Euler angles, which represent the orientation of the device in space.

[0038] The data fusion module, electrically connected to the coordinate transformation module and the data preprocessing module, converts real-world data into game data. It includes a motion information fusion module and a motion state fusion module. The motion information fusion module converts gyroscope angular velocity data and image frame data into movement data for the game character. It generates position and angle information based on the gyroscope's angular velocity and the identified hand position and posture. For example, an increase in the gyroscope's y-axis angular velocity corresponds to the game character moving forward, and y-axis angular acceleration corresponds to the game character's movement speed. The motion state fusion module determines the character's movement posture based on image information identified from camera-captured image frames. For example, if an image shows two hands, left and right hands in front, it corresponds to the game character swinging their left and right arms while running, respectively. Alternatively, if an image shows only one hand, with the hand reaching forward, it corresponds to the game character interacting with objects or NPCs in the game.

[0039] A mapping control module is electrically connected with the data fusion module, and is configured to control movement of the game character according to the game data. The mapping control module defines a control logic, and maps the collected spatial coordinates to the movement of the game character.

[0040] A cycle control module is electrically connected with the data acquisition module, the data preprocessing module, the spatial positioning module, the coordinate conversion module, the data fusion module and the mapping control module. The cycle control module is configured to cyclically control the data acquisition module, the data preprocessing module, the spatial positioning module, the coordinate conversion module, the data fusion module and the mapping control module, to update the position and direction of the game character in real time, and to ensure that the game character is synchronized with the user's actions.

[0041] A method for controlling movement of a game character according to a head-mounted device, comprising the following steps:

[0042] S1, collecting angular velocity data of a gyroscope and image frame data of a camera through a data acquisition module; wherein the gyroscope data acquisition module collects angular velocity data of three axes x, y and z of the gyroscope, and the camera captures an image frame and extracts image information of a position and a posture of a hand.

[0043] S2, preprocessing the angular velocity data of the gyroscope and the image frame data of the camera through a data preprocessing module; the gyroscope data preprocessing module reduces noise and drift in the angular velocity data through a filtering algorithm. The camera data preprocessing module performs image processing on the image frame data through denoising, edge detection and finger detection, and extracts the position and posture of the hand in the image.

[0044] S3, estimating a direction of the head-mounted device according to the preprocessed angular velocity data of the gyroscope through a spatial positioning module;

[0045] S4, converting the preprocessed angular velocity data of the gyroscope into Euler angles to represent the direction of the device in space through a coordinate conversion module;

[0046] S5, fusing the angular velocity data of the gyroscope and the image frame data of the camera through a movement information fusion module in a data fusion module to obtain movement information of the game character, and obtaining a motion state of the game character according to the image frame data of the camera through a motion state fusion module;

[0047] S6, updating data of the game character according to the movement information and the motion state through a mapping control module.

[0048] S1-S6 are cyclically performed, so that the game character moves according to real-time control of the head-mounted device.

Claims

1. A system for controlling the movement of a character in a game using a head-mounted display device, characterized in that, The application relates to a real-time game control system, which comprises the following parts: a data collection module for collecting real data; a data preprocessing module electrically connected with the data collection module, which is used for preprocessing the real data; a space positioning module electrically connected with the data preprocessing module, which is used for estimating the direction of the device; a coordinate conversion module electrically connected with the space positioning module, which is used for determining the coordinates of the device in space; a data fusion module electrically connected with the coordinate conversion module and the data preprocessing module, which is used for converting the real data into game data; a mapping control module electrically connected with the data fusion module, which is used for controlling the movement of the game character according to the game data. 2.The system for controlling the movement of a character in a game according to claim 1, wherein, The data collection module comprises a gyroscope data collection module and a camera data collection module, the gyroscope data collection module is used for collecting the angular velocity data of the gyroscope, and the camera is used for capturing image frames and extracting image information. 3.The system for controlling movement of a character in a game according to claim 2, wherein, The data preprocessing module comprises a gyroscope data preprocessing module and a camera data preprocessing module, the gyroscope data preprocessing module is electrically connected with the gyroscope data collection module, and the camera data preprocessing module is electrically connected with the camera data collection module. 4.The system for controlling movement of a character in a game according to claim 3, wherein, The space positioning module estimates the direction of the device by integrating the angular velocity data. 5.The system for controlling movement of a character in a game according to claim 4, wherein, The coordinate conversion module converts the angular velocity data of the gyroscope into Euler angles to represent the direction of the device in space. 6.The system for controlling movement of a character in a game according to claim 5, wherein, The data fusion module comprises a movement information fusion module and a motion state fusion module, the movement information fusion module converts the angular velocity data of the gyroscope and the image frame data into movement data of the game character, and the motion state fusion module is used for determining the motion posture of the game character according to the image information recognized from the image frames captured by the camera. 7.The system for controlling movement of a character in a game according to claim 6, wherein, The mapping control module defines control logic and maps the collected space coordinates to the movement of the game character. 8.The system for controlling movement of a character in a game according to claim 1, wherein, The application further comprises a cycle control module electrically connected with the data collection module, the data preprocessing module, the space positioning module, the coordinate conversion module, the data fusion module and the mapping control module. 9.A method for controlling movement of a character in a game by a head-mounted device, the method comprising: The application comprises the following steps: S1, collecting the angular velocity data of the gyroscope and the image frame data of the camera; S2, preprocessing the angular velocity data of the gyroscope and the image frame data of the camera; S3, estimating the direction of the head-mounted device according to the preprocessed angular velocity data of the gyroscope; S4, converting the preprocessed angular velocity data of the gyroscope into Euler angles to represent the direction of the device in space; S5, fusing the angular velocity data of the gyroscope with the image frame data of the camera to obtain the movement information of the game character, and obtaining the motion state of the game character through the image frame data of the camera; S6, updating the data of the game character according to the movement information and the motion state.

10. The method of claim 9, wherein the method is implemented by a head-mounted device. S1-S6 are cyclically performed, so that the game character moves according to the real-time control of the head-mounted device.

Citation Information

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