Interaction method, electronic device, and storage medium
By introducing interactive elements into mobile wallpapers, such as responding to user actions like blowing, looking, and touching, the problem of the lack of interactivity in existing wallpapers is solved, improving the user experience and fun.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- HUAWEI TECH CO LTD
- Filing Date
- 2025-11-17
- Publication Date
- 2026-07-30
AI Technical Summary
Existing mobile wallpapers lack interactivity, resulting in a poor user experience.
By introducing interactive elements into mobile wallpapers, such as responding to user actions like blowing, looking, and touching, the wallpaper objects can change, enhancing the user's interactive experience.
It enhances the fun and user experience of mobile wallpapers, strengthens the interaction between users and wallpaper objects, reflects real-life situations, and provides emotional and companionship value.
Smart Images

Figure CN2025135425_30072026_PF_FP_ABST
Abstract
Description
An interactive method, an electronic device, and a storage medium
[0001] Cross-references to related applications
[0002] This application claims priority to Chinese Patent Application No. 202510125444.6, filed on January 26, 2025, entitled "An Interactive Method, Electronic Device and Storage Medium", the entire contents of which are incorporated herein by reference. Technical Field
[0003] This application relates to the field of terminal technology, and in particular to an interactive method, electronic device, and storage medium. Background Technology
[0004] Currently, mobile phones have become indispensable devices in people's daily lives and work. Moreover, users' needs for mobile phones have gone beyond simply solving basic communication problems; more and more users are starting to pay attention to setting themes and wallpapers. However, current mobile phones do not support interactive themes and wallpapers, resulting in a lack of fun and negatively impacting the user experience. Summary of the Invention
[0005] This application provides an interactive method, electronic device, and storage medium for providing an interactive theme / wallpaper to enhance the user experience.
[0006] Firstly, an interactive method is provided, which can be applied to an electronic device. For example, the electronic device may be a mobile phone or a tablet. In this method, the electronic device displays a first wallpaper, which includes a first object; in response to a user blowing on the screen of the electronic device, the first object changes, the change serving to demonstrate a visual effect of the first object interacting with the blowing action.
[0007] Therefore, in this embodiment of the application, when a user blows on the screen of an electronic device, the objects in the wallpaper of the electronic device can interact with the user's blowing behavior, providing an interactive wallpaper that is more interesting.
[0008] In one possible design, the first object changes, including at least one of the following:
[0009] The size of the first object gradually increases to create the visual effect of the first object being inflated; or,
[0010] The hair morphology of the first object changes to create a visual effect of the hair moving; or,
[0011] The changes in the posture and movement of the first object are used to demonstrate the visual effect of the first object resisting wind force; or,
[0012] The expression of the first object changes to demonstrate the visual effect of the first object experiencing wind force; or,
[0013] The display position of the first object changes to show the visual effect of the first object being blown away by the wind.
[0014] Therefore, in this embodiment of the application, when a user blows on the screen of an electronic device, the object in the wallpaper of the electronic device can display visual effects such as being blown in, hair fluttering, resisting wind, and being blown away by the wind, so as to show that the object interacts with the user's blowing, which is more interesting.
[0015] In one possible design, the way the first object changes is related to at least one of wind intensity and / or wind direction; wherein the wind intensity describes the magnitude of the wind force generated by the blowing action, and the wind direction describes the direction of the wind force generated by the blowing action. Therefore, in this embodiment, when a user blows on the screen of an electronic device, the way the object in the wallpaper changes is related to the user's blowing direction, wind force, etc., to make the blowing interaction more realistic and improve the user experience.
[0016] In one possible design, the way the first object changes is related to the wind intensity, including: the greater the wind intensity, the greater the change in the first object; the smaller the wind intensity, the smaller the change in the first object. For example, if the user's breath is weak, the object in the wallpaper will only have its hair fluttering; if the user's breath is strong, the object in the wallpaper may be blown away, thus making the blowing interaction more realistic and improving the user experience.
[0017] In one possible design, when the wind intensity is a first intensity, the hair shape of the first object changes to show the visual effect of the hair fluttering; when the wind intensity is a second intensity, the posture of the first object changes to show the visual effect of the first object resisting the wind and preventing it from being blown away; when the wind intensity is a third intensity, the display position of the first object changes to show the visual effect of the first object being blown away by the wind; wherein, the first intensity is lower than the second intensity, and the second intensity is lower than the third intensity. For example, if the wind intensity of the user's breath is weak, the object in the wallpaper only has its hair fluttering; if the wind intensity of the user's breath is strong, the object in the wallpaper shows the effect of gripping the frame to prevent being blown away; if the wind intensity of the user's breath is very strong, the object in the wallpaper shows the effect of being blown away by the wind. Therefore, in this way, the blowing interaction is more realistic and the user experience is improved.
[0018] In one possible design, when the wind intensity is third intensity, the method further includes: the first object gradually shrinks and disappears to demonstrate the visual effect of the first object moving away from the screen and eventually disappearing; after the first object disappears, the method further includes: determining the user's gaze area on the screen and displaying the first object within the gaze area. Therefore, in this embodiment, if the wind intensity of the user's breath is strong, the object in the wallpaper displays the effect of being blown away by the wind, that is, the object disappears from the wallpaper. The object is then displayed at the location the user is gazing at on the screen, creating interaction with the user and enhancing the fun.
[0019] In one possible design, the change in the first object is related to the wind direction, including: the direction in which the hair of the first object moves and / or the direction in which its display position moves, are consistent with the wind direction. For example, if a user blows air from the bottom of the screen upwards, the hair of the object in the wallpaper moves from bottom to top, or the display position moves from bottom to top; if the user blows air from the top of the screen downwards, the hair of the object in the wallpaper moves from top to bottom, or the display position moves from top to bottom. Therefore, this method makes the blowing interaction more realistic and improves the user experience.
[0020] In one possible design, the first wallpaper is the lock screen wallpaper. That is, when the electronic device displays the lock screen, if the user blows on the screen, the objects in the lock screen wallpaper will interact with the user's blowing action, enhancing the fun.
[0021] In one possible design, before displaying the first wallpaper, the method further includes: setting the theme of the electronic device to a first theme, the first theme supporting interaction, the first wallpaper being the wallpaper corresponding to the first theme, and the first object being a theme object contained in the first theme. That is, the aforementioned wallpaper supporting breath interaction can be a wallpaper of the first theme, for example, a lock screen wallpaper provided by the first theme. Therefore, the first theme can also be understood as a theme supporting breath interaction. In other words, this application provides a theme supporting breath interaction, which can enhance the user's enjoyment of using the electronic device.
[0022] In one possible design, the first object is a cartoon character. It should be understood that the first object can also be other characters, without limitation.
[0023] Secondly, an interactive method is also provided, applicable to electronic devices. For example, the electronic device may be a mobile phone or a tablet. In this method, the electronic device displays a first wallpaper, which includes a first object; in response to a user's gaze at the screen of the electronic device, the first object changes, the change serving to demonstrate a visual effect of the first object interacting with the user's gaze.
[0024] Therefore, in this embodiment of the application, when a user looks at the screen of an electronic device, the objects in the wallpaper of the electronic device can interact with the user's looking behavior, providing an interactive wallpaper that is more interesting.
[0025] In one possible design, the first object changes in response to a user looking at the screen of the electronic device, including: determining whether the user is the owner of the device; if the user is the owner, the first object undergoes a first change; if the user is not the owner, the first object undergoes a second change, the second change being different from the first change. Therefore, in this embodiment, the interaction between the object in the wallpaper and the owner is different from the interaction with non-owners, which can provide the owner with a sense of "protection" and "loyalty," resulting in higher emotional value.
[0026] In one possible design, the first variation includes: the first object displaying at least one visual effect—joy, enthusiasm, anticipation, shyness, greeting the user, or gazing at the user—through facial expressions and / or body movements; the second variation includes: the first object displaying at least one visual effect—curiosity, fear, anger, rage, observing the observer, or warning the observer—through facial expressions and / or body movements. For example, when the user is looking at the screen, the object in the wallpaper displays joyful or enthusiastic effects, while when the user is not looking at the screen, the object displays fear or anger. In this way, a sense of "protection" and "loyalty" is provided to the user, resulting in high emotional value.
[0027] In one possible design, when the user is not the owner of the device, the method further includes: in response to the user unlocking the electronic device, the first object undergoes a third change, wherein the emotional expression of the first object displayed in the third change is similar to the emotional expression of the first object displayed in the second change, and the emotional expression displayed in the third change is stronger than the emotional expression displayed in the second change. For example, when the non-owner is looking at the screen, the object in the wallpaper displays an angry effect; if the non-owner unlocks the device, the object in the wallpaper displays a stronger emotional expression (e.g., rage). Therefore, during the process of the non-owner looking at and unlocking the device, the emotional expression of the object in the wallpaper changes gradually / progressively, making it more interesting.
[0028] In one possible design, the more frequently the user unlocks the device, the stronger the emotional expression displayed by the first object. For example, if a non-owner unlocks the device once, the object in the wallpaper displays an angry effect; if the non-owner unlocks the device multiple times, the object displays an even stronger angry effect. Therefore, as the number of times the non-owner unlocks the device increases, the emotional expression of the object in the wallpaper gradually changes / progresses, making it quite interesting.
[0029] In one possible design, the first object changes in response to a user's gaze at the screen of the electronic device, including: determining the user's emotion in response to the user's gaze at the screen; and controlling the first object to change according to the user's emotion, wherein the change in the first object differs depending on the emotional state. For example, when a user is happily gazing at the screen, the objects in the wallpaper also display a happy and joyful effect; when a user is crying while gazing at the screen, the objects in the wallpaper display a comforting and embracing effect. Therefore, the way the objects in the wallpaper change is related to the user's emotion, providing the user with certain emotional value and resulting in a better experience.
[0030] In one possible design, the first wallpaper is the wallpaper for the lock screen.
[0031] In one possible design, before displaying the first wallpaper, the method further includes: setting the theme of the electronic device as a first theme, the first theme supporting interaction, the first wallpaper being the wallpaper corresponding to the first theme, and the first object being a theme object contained in the first theme.
[0032] In one possible design, the first object is a cartoon character.
[0033] Thirdly, an interactive method is also provided, which is applied to a first device, the theme of the first device is a first topic, the first topic supports interaction, in which the first device responds to contacting a second device and establishes a connection with the second device, the theme of the second device is not the first topic; the first device sends a first video to the second device, the first video being a promotional video for the first topic.
[0034] Therefore, in this application embodiment, a new social method is provided, namely, a device with a first theme can send a promotional video with the first theme to a device without the first theme, which can realize cross-device theme promotion / product seeding.
[0035] In one possible design, the first device sending a first video to the second device includes: the first device sending the first video to the second device in response to connecting to the second device; or, after the first device is connected to the second device, it sending the first video to the second device in response to a user-triggered operation. Therefore, in this embodiment, the first device can automatically or manually send a promotional video on a first theme to the second device. Automatic sending is efficient and convenient, while manual sending allows for sending with user confirmation, avoiding accidental sending. Both methods can achieve cross-device theme promotion / product seeding.
[0036] In one possible design, before the first device establishes a connection with the second device in response to contact, the method further includes: the first device displaying a lock screen interface, wherein the lock screen wallpaper is the lock screen wallpaper corresponding to the first theme. Therefore, in this embodiment, when the first device displays a lock screen interface, contact with the second device can trigger a connection between the two devices, thereby achieving theme promotion. If the first device displays an interface other than the lock screen interface, contact with the second device will not trigger a connection between the two devices, avoiding accidental connections and providing a better user experience.
[0037] In one possible design, the first video is pre-installed in the theme package of the first theme, or the first video is a user-recorded video. For example, the theme package provided by the theme provider includes the first video, eliminating the need for user recording, which is convenient and efficient. Alternatively, the user can record the video, for example, by screen recording during interaction with the first theme on the first device, and then sending the recorded video to other devices that do not have the first theme. The video shows the user's interaction with the first theme, making it more realistic and social.
[0038] In one possible design, the first device also displays a first motion effect of the first video, which is used to demonstrate the visual effect of the first video moving out of the first device. Therefore, in this embodiment, when the first device sends the first video to the second device, the first device can also display the sending motion effect of the first video, that is, demonstrate the effect of the first video moving out of the first device, which has strong interactivity and a good user experience.
[0039] Fourthly, an interactive method is also provided, applied to a second device. In this method, the second device establishes a connection with the first device in response to contacting the first device. The first device's theme is a first topic that supports interaction, while the second device's theme is not the first topic. The second device receives a first video sent by the first device, which is a promotional video for the first topic. Therefore, in this embodiment, a new social interaction method is provided, whereby a device with a first topic can send promotional videos for the first topic to devices without the first topic, enabling cross-device theme promotion / product seeding.
[0040] In one possible design, before the second device establishes a connection with the first device in response to contact, the method further includes: the second device displaying a lock screen interface. Therefore, in this embodiment, when the second device displays a lock screen interface, contact with the first device can trigger a connection between the two devices, thereby enabling cross-device theme promotion. If the second device displays an interface other than the lock screen interface, contact with the first device will not trigger a connection between the two devices, avoiding accidental connections and providing a better user experience.
[0041] In one possible design, the method further includes: the second device displaying a second motion effect of the first video, the second motion effect being used to demonstrate the visual effect of the first video moving into the second device. Therefore, in this embodiment, the second device can display the receiving motion effect of the first video, i.e., demonstrate the effect of the first video moving into the second device, which offers strong interactivity and a good user experience.
[0042] In one possible design, the second device stores the first video in a gallery application.
[0043] Fifthly, an interactive method is also provided, applied to a communication system including a first device and a second device, wherein the first device has a first topic and the second device has a second topic, the method comprising: the first device establishing a connection with the second device in response to contacting the second device; the first device acquiring information of the second topic in response to connecting to the second device, and replacing the first topic with the second topic or adding information of the second topic to the first topic; and the second device acquiring information of the first topic in response to connecting to the first device, and replacing the second topic with the first topic or adding information of the first topic to the second topic.
[0044] Therefore, this application provides a new social method where a first device with a first theme can exchange themes with a second device with a second theme, or add the other party's theme information to its own theme, thereby achieving cross-device theme sharing, which is quite fun.
[0045] In one possible design, the first theme and the second theme are two different themes belonging to the same style. For example, both the first and second themes feature cartoon characters. Another possibility is that the same theme provider lists / releases multiple themes in its theme store, all featuring cartoon characters, with different themes corresponding to different cartoon figures. A first device downloads the first theme, and a second device downloads the second theme. In this case, the first and second devices can share themes.
[0046] In one possible design, before the first device establishes a connection with the second device in response to contact, the method further includes: the first device displaying a first lock screen interface, the lock screen wallpaper of the first lock screen interface being the lock screen wallpaper corresponding to the first theme; and the second device displaying a second lock screen interface, the lock screen wallpaper of the second lock screen interface being the lock screen wallpaper corresponding to the second theme. Therefore, in this embodiment, when both the first and second devices display lock screen interfaces, contact between the two devices can trigger a connection, thereby enabling theme sharing. If the first device and / or the second device displays an interface other than the lock screen interface, contact between the two devices will not trigger a connection, avoiding accidental connections and providing a better user experience.
[0047] In one possible design, after the first device replaces the first theme with the second theme, the lock screen wallpaper of the first lock screen interface is replaced with the lock screen wallpaper corresponding to the second theme; or, after the first device adds information about the second theme to the first theme, the lock screen wallpaper of the first lock screen interface is added with information about the second theme. Similarly, after the second device replaces the second theme with the first theme, the lock screen wallpaper of the second lock screen interface is replaced with the lock screen wallpaper corresponding to the first theme; or, after the second device adds information about the first theme to the second theme, the lock screen wallpaper of the second lock screen interface is added with information about the first theme. Therefore, in this embodiment, after the first device with the first theme exchanges themes with the second device with the second theme, the first device's theme becomes the second theme, and the second device's theme becomes the first theme; or, the first device and the second device each add information about the other's theme to their own themes. Thus, the lock screen wallpaper of the first device adds information about the second theme (e.g., a cartoon object corresponding to the second theme), and the lock screen wallpaper of the second device adds information about the first theme (e.g., a cartoon object corresponding to the first theme), thereby achieving the effect of theme sharing.
[0048] In one possible design, the method further includes: the first device displaying a first animation effect of the first theme, the first animation effect being used to demonstrate the visual effect of the first theme moving out of the first device; and the second device displaying a second animation effect of the second theme, the second animation effect being used to demonstrate the visual effect of the second theme moving out of the second device. Therefore, in this embodiment, when the first device sends a first video to the second device, the first device can display a sending animation effect of the first video, i.e., demonstrating the effect of the first video moving out of the first device. The second device can display a receiving animation effect of the first video, i.e., demonstrating the effect of the first video moving into the second device. This enhances interactivity and provides a better user experience.
[0049] Sixthly, an interaction method is also provided, which is applied to a first device, wherein the topic of the first device is a first topic, the method comprising: the first device responding to contacting a second device to establish a connection with the second device, wherein the topic of the second device is a second topic, the first device responding to connecting with the second device to obtain information of the second topic, and replacing the first topic with the second topic or adding information of the second topic to the first topic.
[0050] In one possible design, the first theme and the second theme belong to two different themes of the same style.
[0051] In one possible design, before the first device establishes a connection with the second device in response to contacting the second device, the method further includes: the first device displaying a first lock screen interface, wherein the lock screen wallpaper of the first lock screen interface is the lock screen wallpaper corresponding to the first theme.
[0052] In one possible design, after the first device replaces the first theme with the second theme, the lock screen wallpaper of the first lock screen interface is replaced with the lock screen wallpaper corresponding to the second theme; or, after the first device adds information about the second theme to the first theme, the lock screen wallpaper of the first lock screen interface is added with information about the second theme.
[0053] In one possible design, the method further includes: the first device displaying a first motion effect of the first theme, the first motion effect being used to demonstrate the visual effect of the first theme being removed from the first device.
[0054] In one possible design, the method further includes: the first device, in response to connecting to the second device, sending information about the first topic to the second device, so that the second device replaces the second topic with the first topic or adds information about the first topic to the second topic based on the information about the first topic.
[0055] In a seventh aspect, an interaction method is also provided, the method being applied to a second device, the second device having a second topic as its subject, the method comprising: the second device establishing a connection with the first device in response to contacting the first device, the first device having a first topic as its subject; and the second device replacing the second topic with the first topic or adding information of the first topic to the second topic in response to the connection with the first device.
[0056] In one possible design, the first theme and the second theme belong to two different themes of the same style.
[0057] In one possible design, before the second device establishes a connection with the first device in response to contacting the first device, the method further includes: the second device displaying a second lock screen interface, wherein the lock screen wallpaper of the second lock screen interface is the lock screen wallpaper corresponding to the second theme.
[0058] In one possible design, after the second device replaces the second theme with the first theme, the lock screen wallpaper of the second lock screen interface is replaced with the lock screen wallpaper corresponding to the first theme; or, after the second device adds information of the first theme to the second theme, the lock screen wallpaper of the second lock screen interface is added with information of the first theme.
[0059] In one possible design, the method further includes: the second device displaying a second motion effect of the first theme, the second motion effect being used to demonstrate the visual effect of the first theme moving into the second device.
[0060] In one possible design, the method further includes: the second device, in response to connecting with the first device, sending information about the second topic to the first device, so that the first device replaces the first topic with the second topic or adds information about the second topic to the first topic based on the information about the second topic.
[0061] Eighthly, an interactive method is also provided, which can be applied to an electronic device, exemplarily a mobile phone or a tablet computer. In this method, the electronic device displays a first wallpaper, which includes a first object; in response to a user's finger hovering or touching the screen of the electronic device, the first object changes, the change being used to demonstrate the interactive effect of the first object with the hovering or touching operation.
[0062] Therefore, in this embodiment of the application, when a user hovers their finger over the screen of an electronic device or touches the screen, the objects in the wallpaper of the electronic device can interact with the user's hovering or touching operation, which is quite interesting.
[0063] In one possible design, in response to a user's finger hovering over the screen of the electronic device, the first object changes by: determining that the hovering operation is located in a first area on the screen, and moving the hand of the first object into the first area to display a visual effect of the first object's hand interacting with the user's hovering finger. For example, if the user's finger hovers over area 1, then the hand of an object in the wallpaper moves to area 1 to display an effect of interacting with the user's finger, enhancing the visual appeal.
[0064] In one possible design, the method further includes: in response to the movement of the user's finger, the hand of the first object moves accordingly. For example, if the user's finger hovers over area 1, the hand of the object in the wallpaper moves to area 1; if the user's finger moves, the hand of the object also moves accordingly, demonstrating an interactive effect with the user's finger and enhancing the fun.
[0065] In one possible design, the first object changes in response to a user's touch operation on the screen of the electronic device, including: the fur morphology of the first object changes in response to the user's touch operation on the screen of the electronic device to present a visual experience of the fur being stroked. Therefore, in this way, the user is given the experience of stroking a pet's fur, resulting in a better user experience.
[0066] In one possible design, in response to a user's touch operation on the screen of the electronic device, the first object changes, including: when the touch operation is determined to be at a specific location on the first object, the first object displays a visual effect of being tickled through changes in facial expression and / or posture. Therefore, this enhances the realism of the interaction between the user and the objects within the wallpaper, improving the user experience.
[0067] In one possible design, the first wallpaper is the wallpaper for the lock screen.
[0068] In one possible design, before displaying the first wallpaper, the method further includes: setting the theme of the electronic device as a first theme, the first theme supporting interaction, the first wallpaper being the wallpaper corresponding to the first theme, and the first object being a theme object contained in the first theme.
[0069] In one possible design, the first object is a cartoon character.
[0070] Ninthly, an interactive method is also provided, which can be applied to an electronic device, exemplarily a mobile phone or a tablet computer. In this method, the electronic device displays a first wallpaper, which includes a first object; based on a current scene, the first object is controlled to change, the change being used to display a visual effect of the first object interacting with the current scene, the current scene including at least one of a music playback scene, a sports scene, a sleep scene, an alarm clock scene, current time, and current location.
[0071] Therefore, in this embodiment of the application, the objects in the wallpaper of the electronic device can interact with music playback scenes, sports scenes, sleep scenes, alarm clock scenes, current time and current location, etc., providing an interactive wallpaper with strong fun.
[0072] In one possible design, the current scene includes a music playback scene where the first object changes, including: the first object's posture and movements change with the rhythm of the music; the current scene includes a sports scene where the first object changes, including: at least one of the first object's posture, movements, accessories, and clothing is related to sports; the current scene includes a sleep scene where the first object changes, including: at least one of the first object's posture, movements, accessories, and clothing is related to sleep. Therefore, in a music playback scene, the objects in the wallpaper can dance to the music; in a sports scene, the objects in the wallpaper can display sports effects; and in a sleep scene, the objects in the wallpaper can display sleep effects. In this approach, the objects in the wallpaper provide a sense of companionship to the user, helping to improve the user experience.
[0073] In one possible design, the first object is controlled to change based on the current scenario, including: determining that the user is leaving get off work based on the current time and / or location, and the first object displays a visual experience of celebrating leaving get off work through changes in posture and / or facial expressions. In this approach, celebrating the user's departure from get off work with an object within the wallpaper provides a sense of companionship and enhances the user experience.
[0074] In one possible design, the first object is controlled to change according to the current scenario, including: determining that the user's sleep time is approaching based on the current time, and the first object displays at least one visual experience of drowsiness or fatigue through changes in posture and / or facial expression. In this way, objects within the wallpaper can remind the user to rest, providing a sense of health and well-being.
[0075] In one possible design, the current scene includes an alarm clock scene. Controlling the first object to change based on the current scene includes: when the alarm rings, the first object switches from a sleep state to an awake state; after the alarm's duration reaches a first duration, the first object's display position moves to show a visual effect of the first object approaching the screen to check if the user is awake; after the alarm is turned off, the first object displays a visual effect of celebrating successful waking through changes in posture and / or facial expression. In this approach, during the alarm's ringing and turning off, the object within the wallpaper displays an effect of caring for and accompanying the user, enhancing the user experience.
[0076] In one possible design, the first wallpaper is the wallpaper for the lock screen.
[0077] In one possible design, before displaying the first wallpaper, the method further includes: setting the theme of the electronic device as a first theme, the first theme supporting interaction, the first wallpaper being the wallpaper corresponding to the first theme, and the first object being a theme object contained in the first theme.
[0078] In one possible design, the first object is a cartoon character.
[0079] In a tenth aspect, an interactive method is also provided, which is applied to an electronic device. In this method, the electronic device displays a lock screen interface, the lock screen interface including a lock screen wallpaper, the lock screen wallpaper including a first object; in response to a first operation within the lock screen interface, a game interface is displayed, the game interface being the game interface corresponding to the first object.
[0080] Therefore, in this embodiment, when a user triggers the electronic device to enter a game interface on the lock screen, the game interface is the game application corresponding to an object within the lock screen. For example, if the object in the lock screen wallpaper is a puppy, then the game interface entered from the lock screen is the game application corresponding to that puppy, providing the user with the experience of having their own electronic pet participate in the game, which is quite fun.
[0081] In one possible design, before the electronic device displays the lock screen interface, the following steps are included: the electronic device sets a theme to a first theme, the lock screen wallpaper is the lock screen wallpaper corresponding to the first theme, the first object is a theme object contained in the first theme, and the game interface is the interface of a game provided by the first theme. Therefore, in this embodiment of the application, an interactive theme is provided, which includes a first object and also includes a game, which can be a game corresponding to the first object, and has a high degree of fun.
[0082] In one possible design, the game interface includes N objects, with the first object being one of the N objects. A second object exists among the N objects, and this second object is different from the other objects in the N objects. In response to user actions, it is determined whether the user action is applied to the second object. If so, the second object displays a visual effect indicating successful gameplay through changes in posture and / or facial expression. Otherwise, the second object displays a visual effect indicating successful gameplay through changes in posture and / or facial expression. Therefore, in this embodiment, the user triggers the electronic device to enter the game interface from the lock screen. This game interface can be the interface for a "spot the difference" game. The user can find and click on the differences within this game interface. If the user finds the correct difference, the game is successful; if the user finds the wrong difference, the game fails, resulting in a better user experience.
[0083] In one possible design, all N objects are subject objects included in the first theme. Therefore, in this embodiment, when a user triggers the electronic device to enter a game interface on the lock screen, the game interface can be the interface corresponding to a "spot the difference" game, where all objects are subject objects included in the first theme, making it highly engaging.
[0084] Eleventhly, an electronic device is also provided, comprising:
[0085] Processor, memory, and one or more programs;
[0086] The one or more programs are stored in the memory, and the one or more programs include instructions that, when executed by the processor, cause the mobile terminal to perform the method provided by any one of the first, second, third, fourth, sixth, seventh, eighth, ninth, and tenth aspects described above.
[0087] In a twelfth aspect, a communication system is also provided, comprising: a first device and a second device;
[0088] A first device is used to perform the steps of the first device as described in the fifth aspect above;
[0089] The second device is used to perform the steps of the second device as described in the fifth aspect above.
[0090] In a thirteenth aspect, a computer-readable storage medium is also provided for storing a computer program that, when run on a computer, causes the computer to perform the methods provided in any one of the first, second, third, fourth, fifth, sixth, seventh, eighth, ninth, and tenth aspects described above.
[0091] In a fourteenth aspect, a computer program product is also provided, comprising a computer program that, when run on a computer, causes the computer to perform the method provided in any one of the first, second, third, fourth, fifth, sixth, seventh, eighth, ninth, and tenth aspects described above.
[0092] In a fifteenth aspect, a chip is also provided, the chip being used to perform the methods provided in this application, such as those provided in any of the first, second, third, fourth, fifth, sixth, seventh, eighth, ninth, and tenth aspects above.
[0093] For the technical effects that can be achieved in aspects two through fifteen above, please refer to the description of the technical effects that can be achieved by the corresponding design schemes in aspect one above. This application will not repeat them here. Attached Figure Description
[0094] Figure 1 is a schematic diagram of the lock screen interface of an electronic device provided in an embodiment of this application;
[0095] Figure 2 is a schematic diagram of setting a subject object in an electronic device according to an embodiment of this application;
[0096] Figure 3 is a schematic diagram showing how the first object in the lock screen wallpaper changes with the music according to an embodiment of this application;
[0097] Figure 4 is a schematic diagram of the interaction between the first object and the motion scene in a lock screen wallpaper provided in an embodiment of this application;
[0098] Figure 5 is a schematic diagram of the interaction between the first object and the sleep scene in a lock screen wallpaper provided in an embodiment of this application;
[0099] Figure 6 is a schematic diagram of the interaction between the first object and the alarm clock scene in a lock screen wallpaper provided in an embodiment of this application;
[0100] Figures 7 and 8 are schematic diagrams of a first object reminding the user to rest in a lock screen wallpaper provided in an embodiment of this application;
[0101] Figures 9A to 9C are schematic diagrams illustrating the interaction between a first object and user gaze behavior in a lock screen wallpaper provided in an embodiment of this application;
[0102] Figure 10 is a schematic diagram of the interaction between a first object in a lock screen wallpaper provided in an embodiment of this application and the user's blowing behavior;
[0103] Figure 11 is a schematic diagram of the interaction between the first object in the lock screen wallpaper provided in an embodiment of this application and the user's finger hover operation;
[0104] Figures 12A and 12B are schematic diagrams illustrating the interaction between a first object in a lock screen wallpaper provided in an embodiment of this application and a user's finger touch operation;
[0105] Figures 13A to 13C are schematic diagrams of the game interface of a casual game provided in an embodiment of this application;
[0106] Figures 14A and 14B are schematic diagrams of cross-device topic sharing provided in an embodiment of this application;
[0107] Figures 15A to 15C are another schematic diagram of cross-device topic sharing provided in an embodiment of this application;
[0108] Figure 16 is a schematic diagram of an electronic device provided in an embodiment of this application;
[0109] Figure 17 is another schematic diagram of an electronic device provided in an embodiment of this application. Detailed Implementation
[0110] The following explanations of some terms used in the embodiments of this application are provided to facilitate understanding by those skilled in the art.
[0111] The embodiments of this application involve at least one, including one or more; where "multiple" means two or more. Furthermore, it should be understood that in the description of this specification, terms such as "first," "second," and "third" are used only for descriptive purposes and should not be construed as indicating relative importance or order. For example, "first device" and "second device" do not represent the degree of importance of the two or their order, but are merely for descriptive distinction. In the embodiments of this application, "and / or" merely describes an association relationship, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, and B alone. Additionally, the character " / " in this document generally indicates that the preceding and following related objects have an "or" relationship.
[0112] The directional terms mentioned in the embodiments of this application, such as "up", "down", "left", "right", "inner", and "outer", are only for reference to the directions in the accompanying drawings. Therefore, the directional terms used are for better and clearer explanation and understanding of the embodiments of this application, and are not intended to indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the embodiments of this application.
[0113] References to "one embodiment," "in some examples," or "some embodiments" as described in the embodiments of this application mean that one or more embodiments of this specification include a specific feature, structure, or characteristic described in connection with that embodiment. Therefore, the phrases "in some examples," "in one embodiment," "in some embodiments," "in other embodiments," "in still other embodiments," etc., appearing in different parts of this specification do not necessarily refer to the same embodiment, but rather mean "one or more, but not all, embodiments," unless otherwise specifically emphasized. The terms "comprising," "including," "having," and variations thereof mean "including but not limited to," unless otherwise specifically emphasized.
[0114] The technical solutions provided in this application can be applied to electronic devices. For example, an electronic device can be a mobile terminal. Exemplary mobile terminals can be portable devices such as mobile phones, tablets, laptops, personal computers (PCs), ultra-mobile personal computers (UMPCs), netbooks, and personal digital assistants (PDAs); or they can be wearable devices such as watches and wristbands; or they can be virtual reality (VR) devices, augmented reality (AR) devices, mixed reality (MR) devices, etc. In short, this application does not limit the specific type of mobile terminal. For ease of understanding, the following description mainly uses mobile phones as an example.
[0115] As mentioned earlier, more and more users are paying attention to their phone themes / wallpapers. A beautiful theme / wallpaper can influence a user's mood and provide emotional value. However, themes / wallpapers without interaction are rather monotonous and lack appeal.
[0116] In view of this, embodiments of this application provide an interactive method in which the mobile phone supports theme / wallpaper interaction. For example, the mobile phone displays a first wallpaper, which includes a first object. The first object can interact with the current scene and / or user behavior, thereby enhancing the fun.
[0117] The technical solutions provided in the embodiments are described in detail below with reference to the accompanying drawings.
[0118] This application provides a theme / wallpaper that supports interaction. Taking a theme as an example, the interactive theme can be a pre-installed theme on the phone, such as a theme pre-configured at the factory; or it can be a theme downloaded and installed by the phone via the network, for example, a theme provider publishing the theme in a theme store, where the user downloads and installs the theme. Taking a wallpaper as an example, the interactive wallpaper can be a pre-installed wallpaper on the phone or a wallpaper downloaded by the phone via the network, without limitation. Optionally, the interactive wallpaper can be at least one of the phone's lock screen wallpaper, desktop wallpaper, or application wallpaper. For ease of understanding, the following description mainly uses an interactive theme as an example; the principle is the same for interactive wallpapers. For ease of description, the interactive theme will be referred to as the first theme, meaning the first theme supports the interactive method provided in this application.
[0119] It's understandable that the first theme can be a theme with a unique style, such as a cute pet theme, an anime character theme, or a doll theme. Taking a cute pet theme as an example, the first theme showcases pets; for example, it includes various cute pet objects. In this case, the first theme supports interaction, meaning the cute pet objects in the first theme are interactive. Similarly, taking an anime character theme as an example, the first theme showcases anime characters; for example, it includes various anime character objects. In this case, the first theme supports interaction, meaning the anime character objects in the first theme are interactive. Taking a doll theme as an example, the first theme showcases dolls; for example, it includes various doll objects. In this case, the first theme supports interaction, meaning the doll objects in the first theme are interactive. For ease of understanding, the following explanation will primarily use a doll-themed first theme as an example.
[0120] After a user sets the phone's theme to the primary theme, the wallpapers of all interfaces on the phone are adjusted to match the primary theme's wallpaper. Optionally, these interfaces may include: the lock screen, and any interface accessed after unlocking, such as the desktop, the negative one screen, and application interfaces. For example, the lock screen wallpaper is adjusted to the lock screen wallpaper corresponding to the primary theme, the desktop wallpaper is adjusted to the desktop wallpaper corresponding to the primary theme, the negative one screen wallpaper is adjusted to the negative one screen wallpaper corresponding to the primary theme, and the application wallpapers are adjusted to the application wallpapers corresponding to the primary theme. Taking the lock screen as an example, please refer to Figure 1, which is a schematic diagram of the lock screen after the phone's theme is set to the primary theme. As shown in Figure 1, the lock screen wallpaper includes a first object. For example, the first object is a plush toy.
[0121] In some examples, the first object in the lock screen wallpaper can be a user-specified object. One possible scenario is that the first theme offers multiple doll objects from which the user can choose their favorite. For example, as shown in Figure 2(a), the phone displays an interface that is the doll object selection interface for the first theme (the process of opening this interface is not limited in this article), and the user can select their favorite doll object within this interface. Assuming the user selects the first doll object, the first theme is used to display the first doll object; for example, the phone's lock screen wallpaper includes the first doll object, i.e., Figure 1. Assuming the user selects the second doll object, the first theme is used to display the second doll object, and the phone's lock screen wallpaper includes the second doll object. Optionally, as shown in Figure 2(a), if the user selects the first doll object, the phone outputs a prompt, for example, displaying a "√" in the area where the first doll object is located, indicating that the first doll object is selected. It should be noted that Figure 2(a) uses two doll objects as an example for illustration; it should be understood that in actual applications, more or fewer doll objects can be included, and this is not limited.
[0122] In other examples, the first object in the lock screen wallpaper can also be the default object of the first theme. One possible scenario is that a theme corresponds to only one doll object, and each theme is released / listed separately. For example, as shown in Figure 2(b), which is a schematic diagram of a theme store, the theme store includes Theme 1 and Theme 2. Theme 1 and Theme 2 belong to the same theme style, for example, they can be provided by the same theme provider. Each of these two themes corresponds to one doll object, and the doll objects corresponding to the two themes are different. Users can choose to download and install one of the themes. Therefore, in this case, the first theme (Theme 1 or Theme 2) corresponds to only one doll object, so the first object in the lock screen wallpaper is the default object of the first theme. It should be noted that in Figure 2(b), taking Theme 1 and Theme 2 as examples, in actual applications, more or fewer themes may be included, and this application embodiment does not limit this.
[0123] Optionally, to meet users' DIY needs, users can also personalize the doll, such as setting its clothing, accessories, and fur color. For example, as shown in Figure 2(c), the phone displays an interface for selecting accessories for the doll (the process of opening this interface is not limited). Users can select accessories for the doll within this interface. Assuming the user selects glasses and a hat, the doll will be decorated according to the glasses and hat. For example, as shown in Figure 2(d), the first object in the lock screen wallpaper has a hat and glasses added. It should be noted that Figure 2(c) uses four accessories as an example. In actual applications, more or fewer accessories can be included, and this is not limited. In addition, users can also set the fur color of the doll. For example, the phone provides a fur color selection interface, where users can select the fur color of the doll. Optionally, users can also set the shape of the doll's eyes, mouth, etc., which are not listed here. In this way, users' personalized matching needs for the doll are met, so as to display a doll image that conforms to the user's aesthetic.
[0124] Continuing with Figure 2(d) as an example, the lock screen wallpaper includes a first object. Besides the first object, the lock screen wallpaper also includes a background image. This background image can be the default image for the first theme, or it can be a user-specified image, such as one selected by the user from a gallery application. For example, if the user selects a photo of their home from a gallery application, the background image of the lock screen wallpaper will be their home, giving the user the visual effect of a doll in their own home.
[0125] As mentioned earlier, the phone's primary theme supports interactivity. One possibility is that the doll-like object in the primary theme's wallpaper supports interaction. This wallpaper can be at least one of the phone's lock screen wallpaper, desktop wallpaper, negative one screen wallpaper, or application wallpaper. For ease of understanding, the following explanation primarily uses the example of an interactive doll-like object in the lock screen wallpaper. For instance, in Figure 1, the first object in the lock screen wallpaper supports interaction. Optionally, the interaction methods of the first object include, but are not limited to, at least one of the following.
[0126] The first interaction method involves the first object interacting with the current scene. For example, the current scene may include at least one of the following: a music playback scene, a sports scene, a sleep scene, an alarm clock scene, the current time, and the current location.
[0127] (1) The current scene is a music playback scene.
[0128] In a music playback scenario, the first object undergoes a change that visually demonstrates interaction between the object and the music. For example, at least one of the object's posture, accessories, or facial expression changes in sync with the music. For instance, as shown in Figures 3(a) and (b), the first object dances (e.g., swaying left and right, spinning, jumping, etc.), showcasing the visual effect of the object dancing to the music. Optionally, to further enhance the visual effect, the object's posture can change in time with the music to improve the sense of rhythm. For another example, while music is playing, the first object adds accessories, such as wearing headphones or holding a microphone, to visually represent the object listening to or singing music. For yet another example, if the currently playing music is sad, the object's expression changes to a sad expression; if the currently playing music is upbeat, the object's expression changes to a happy expression. In short, the first object can interact with the currently playing music through at least one of changes in posture, accessories, or facial expression, enhancing the overall enjoyment.
[0129] Understandably, in this situation, the phone needs to determine that the current scene is a music playback scene. One possible approach is for the phone to determine that its local music player app is playing music, thus confirming that it is currently in a music playback scene. In other words, while the phone is playing music, the first object on the lock screen wallpaper interacts with the music. Another possible approach is for the phone to collect ambient sounds (for example, the phone itself is not playing music, but other devices in the environment, such as speakers, are playing music). If the ambient sounds include music, then the current scene is determined to be a music playback scene. In other words, when the phone is in a music-filled environment (e.g., at a concert), the first object on the lock screen wallpaper interacts with the music.
[0130] (2) The current scene is a motion scene.
[0131] In a scenario where the current scene is one of motion, a change in the first object demonstrates that the first object is in motion, thus creating the feeling that the first object is moving alongside the user. For example, at least one of the first object's posture, accessories, or clothing may be related to motion to demonstrate that the first object is in motion.
[0132] For example, the first object can display various physical movements such as running, long jump, and sit-ups. Optionally, the phone can also determine the type of the current activity, and the first object's physical movements can be matched with that type of activity. For example, if the current activity is running, then the first object's physical movements will be running movements; or if the current activity is swimming, then the first object's physical movements will be swimming movements. In this way, the sense of companionship provided by the first object is further enhanced.
[0133] For example, the first object can be given an accessory to indicate that it is in motion. Optionally, the accessory may include: glasses, helmet, wristband, knee pads, wrist guards, forehead protectors, etc. For example, as shown in Figure 4, the first object in the lock screen wallpaper wears goggles to show that it is in motion. Optionally, the phone can also determine the type of current activity, and the accessory added to the first object matches the type of activity. For example, if the current activity is cycling, the first object is given a helmet; or if the current activity is swimming, the first object is given goggles.
[0134] For example, the first subject can convey that it is in motion through changes in facial expressions. For instance, the first subject may show signs of panting, sweating, or squinting, thus demonstrating a state of motion.
[0135] For example, when exercise ends or the exercise duration reaches a preset time (e.g., half an hour), the lock screen wallpaper can also display a celebratory visual effect of scattering flowers. For instance, the first object in the lock screen wallpaper can display a happy celebratory visual effect through facial expressions, body movements, etc.
[0136] Understandably, in this situation, the phone needs to determine that the current scene is a motion scene. One possible approach is for the phone to connect to a wearable device, which then determines the scene as motion. For example, when a user exercises while wearing a wearable device, the device sends motion data to the phone. Based on this data, the phone determines the current scene is motion, and the first object in the lock screen wallpaper is also in motion, providing a sense of companionship. Another possible approach is for the phone's sensors to detect motion data and determine the current scene based on that data. In other words, when a user exercises with their phone, the phone's sensors can collect motion data to determine the current scene, and the first object in the lock screen wallpaper will also be in motion, providing a sense of companionship.
[0137] (3) The current scenario is a sleep scenario.
[0138] In a sleep scenario, the first object undergoes a change that conveys the idea that it is asleep, thus creating a sense of companionship. For example, at least one of the first object's posture, accessories, or clothing is related to sleep, thus indicating that the first object is asleep. For instance, the first object may be lying down or have its eyes closed; or it may add accessories, such as wearing an eye mask or covering itself with a blanket; or it may add / change clothing, such as wearing pajamas or a nightcap. For example, as shown in Figure 5, the first object in the lock screen wallpaper is wearing a nightcap, has its eyes closed, and is blowing bubbles, creating a visual effect of deep sleep.
[0139] Understandably, in this situation, the phone needs to determine if the current scenario is a sleep scenario. One possible scenario is that the phone connects to a wearable device and determines the current sleep scenario through the wearable device. For example, when a user wears a wearable device to sleep, the wearable device collects the user's physiological data and transmits this data to the phone. The phone then uses this physiological data to determine that the user is asleep, thus determining that the user is currently in a sleep state. Another possible approach is that the phone determines that the current time falls within a sleep time period, thus defining the current scenario as a sleep scenario. Optionally, the sleep time period can be a system default sleep time period, or it can be a user-specified sleep time period, without limitation.
[0140] (4) The current scenario includes the alarm clock scenario.
[0141] In the current scenario of an alarm clock, the first object changes, and this change demonstrates the visual experience of the first object interacting with the alarm clock. For example, the first object interacts with the alarm clock through body movements, facial expressions, etc. For example, as shown in Figure 6(a), the first object is in a sleeping state, and the alarm clock has not yet rung. As shown in Figure 6(b), when the current time reaches the set time of the wake-up alarm, the alarm clock runs, and the first object switches from a sleeping state to an awake state. For example, the first object displays body movements such as opening its eyes, yawning, and stretching. As shown in Figure 6(c), after the alarm clock has run for a certain duration, the first object can move closer to the screen to create a visual effect of the first object checking whether the user is awake. As shown in Figure 6(d), after the user turns off the alarm, the first object displays a visual effect of successfully waking up through body movements, facial expressions, etc. For example, the first object jumps happily.
[0142] (5) The current scene includes the current time and / or the current location.
[0143] For example, when a mobile phone determines that the user's sleep time is approaching based on the current time, the first object changes. This change can display at least one visual effect of drowsiness or fatigue, thereby reminding the user to rest and showing concern for their health. For example, the first object can display visual effects such as drowsiness or fatigue through body movements and / or facial expressions. The fact that the user's sleep time is approaching can include: the time between the current time and the user's sleep time being less than or equal to a preset duration. For example, the preset duration can be 10 minutes, 5 minutes, half an hour, etc., without limitation. For example, in Figure 7(a), the current time is 22:29, and the first object does not display any visual effect of drowsiness. In Figure 7(b), the current time is 22:30, and the user's sleep time is 23:00. The time between the current time and the user's sleep time is less than or equal to the preset duration (e.g., half an hour), so the first object changes. For example, in Figure 7(b) and Figure 7(c), the first object displays body movements such as squinting or yawning to prompt the user to rest. In this method, the phone needs to determine the user's sleep time. Optionally, the user's sleep time can be the phone's system default sleep time (e.g., the sleep time pre-configured when the phone is manufactured), or a user-specified sleep time, without limitation.
[0144] For example, if the phone determines that a user has left work based on the current time and / or location, the first object changes, and this change can display a visual effect of the first object celebrating happily. For example, the first object displays a visual effect of joyful celebration through body movements and / or facial expressions. For example, in Figure 8(a), the first object shows the visual effect of holding a laptop. In Figure 8(b), the first object closes the laptop. In Figure 8(c), the first object pushes the laptop away, causing the laptop to move off the screen. In Figure 8(d), the first object displays a visual effect of joyful celebration. In this way, the phone needs to determine that the user has left work. One possible way is for the phone to combine geographical location and current time to determine that the user has left work. For example, the phone determines that the user has left the company based on the current geographical location and determines that the current time is the time to leave work, then the phone determines that the user has left work. This method can be accurate to the point that the user leaves the company (e.g., walks out of the office building), and the first object celebrates happily, bringing sufficient emotional value to the user. Another possible way is for the phone to determine that the user has left work by checking in on the phone. Another possible approach is to set an end-of-get off work time on the phone, and then determine when the user leaves work once the current time has reached that time.
[0145] For example, if a phone determines a user is at work based on the current time and / or location, the first object (the device representing the user) changes, and this change can display a visually encouraging effect. For instance, the first object could use gestures and / or facial expressions to convey encouragement and a sense of diligence. In this approach, the phone needs to confirm the user is at work. One possible method is for the phone to combine geolocation and current time to determine if the user is at work. For example, the phone could determine if the user has entered the company based on their geolocation and if the current time is their work start time. This method is precise down to the moment the user enters the company (e.g., walks into the office building), and the encouraging effect of the first object provides sufficient emotional value to the user. Another possible method is for the phone to determine if the user has clocked in on their phone. Yet another possible method is for the phone to have a set work start time, and to determine if the user is at work when the current time has arrived.
[0146] The second approach involves the first object interacting with user behavior. For example, user behavior may include at least one of the following: gazing, unlocking, blowing, hovering a finger, or touching the screen.
[0147] (1) Taking user gaze as an example. For example, when a user gazes at the screen, the first object changes, and this change can reflect the visual effect of the first object interacting with the user's gaze behavior. For example, as shown in Figure 9A(a), the phone displays the lock screen interface. As shown in Figure 9A(b), when the user gazes at the screen, the first object happily waves and greets the user. Or, as shown in Figure 9A(c), when the user gazes at the screen, the first object moves closer to the screen and tilts its head to look at the user; optionally, the first object can also show a curious expression. Or, as shown in Figure 9A(d), when the user gazes at the screen, the first object shyly rubs its hands or can even jump happily. In this way, the phone needs to determine whether the user is gazing at the screen. For example, the phone can use eye-tracking technology or other technologies to determine whether the user is gazing at the screen. Eye-tracking technology will not be discussed in detail in this article.
[0148] In some embodiments, when the mobile phone determines that a user is looking at the screen, it can also determine whether the user is the owner of the phone. If the user is the owner, a first change occurs in the first object; if the user is not the owner, a second change occurs in the first object. The first change and the second change are different. For example, the first change includes: the first object displaying at least one visual effect of joy, enthusiasm, anticipation, shyness, greeting the user, or looking at the user through facial expressions and / or body movements. The second change includes: the first object displaying at least one visual effect of curiosity, fear, anger, rage, checking the user, or warning the user through facial expressions and / or body movements. Taking a non-owner as an example, for instance, as shown in Figure 9B(a), the mobile phone displays the lock screen interface. As shown in Figures 9B(b) and (c), when the non-owner is looking at the screen, the first object moves closer to the screen and picks up a telescope to look left and right, to reflect the visual effect of the first object curiously checking who is looking at the screen.
[0149] In other embodiments, when the phone determines that the user is looking at the screen, it can also determine the user's emotion and control the changes of the first object accordingly. For example, user emotions include three categories: calm, happy, and sad. If the user's emotion is determined to be calm, the first object changes in mode 1, such as blinking or smiling. If the user's emotion is determined to be happy, the first object changes in mode 2, such as waving, shaking hands, or celebrating. If the user's emotion is determined to be sad, the first object changes in mode 3, such as using body language and / or facial expressions to create a comforting visual effect, like extending an arm in a hugging gesture or making a funny face to cheer the user up. In this approach, the phone needs to determine the user's emotion. One possible method is that when the user is looking at the screen, the phone's camera (e.g., the front-facing camera) captures an image of the user's face, and the user's emotion is determined by analyzing the facial image.
[0150] (2) Taking user unlocking as an example. For example, when a user unlocks their phone, the first object changes, and this change can reflect the visual effect of the interaction between the first object and the user's unlocking behavior. For example, when a user unlocks their phone screen, the first object displays a happy or expectant visual effect through body movements and / or facial expressions.
[0151] As mentioned earlier, when a stranger (i.e., not the owner of the phone) is watching the screen, the first object will undergo a second change. Optionally, if the phone determines that a stranger has unlocked the phone, the first object can undergo a third change, in which the emotional expression of the first object is stronger than that of the second change. For example, when a stranger is watching the screen, the first object displays anger (i.e., the second change); when the stranger unlocks the phone, the first object displays rage (i.e., the third change), with the emotion being more intense. Optionally, the more times the stranger unlocks the phone, the stronger the emotional expression of the first object becomes. For example, as shown in Figure 9C(a), the phone displays the lock screen interface. As shown in Figure 9C(b), when a stranger unlocks the phone once and fails, the first object displays anger; as shown in Figure 9C(c), when a stranger unlocks the phone multiple times and fails, the level of anger of the first object increases.
[0152] (3) Take the example of a user blowing air on the screen. For example, when a user blows air on the phone screen, the first object changes, and this change can demonstrate the visual effect of the first object interacting with the user's blowing action. For example, the size of the first object gradually increases to demonstrate the visual effect of the first object being inflated. Or, the shape of the first object's hair changes to demonstrate the visual effect of the first object's hair flowing. Or, the posture of the first object changes (e.g., the first object's hand grips the frame) to demonstrate the visual effect of the first object resisting the wind. Or, the expression of the first object changes (e.g., the first object squints) to demonstrate the visual effect of the first object experiencing the wind. Or, the display position of the first object changes (e.g., the first object moves away from the screen) to demonstrate the visual effect of the first object being blown away by the wind. In this way, the phone needs to determine that the user is blowing air on the screen. One possible way is that the microphone on the phone collects sound signals, and if it recognizes that the sound signal includes the sound of blowing air, it determines that the user is blowing air on the screen.
[0153] Optionally, the mode of change of the first object is related to at least one of the wind intensity and / or wind direction generated by the blowing behavior. The wind intensity can also be referred to as the wind speed setting; the greater the wind intensity, the higher the wind speed setting.
[0154] Taking the relationship between the change of the first object and wind intensity as an example. For instance, the greater the wind intensity, the greater the change of the first object; the smaller the wind intensity, the smaller the change of the first object. In this method, the mobile phone needs to determine the wind intensity. One possible way is that the microphone on the mobile phone collects sound signals. If it detects that the sound signal includes a blowing sound, it determines the loudness of the blowing sound signal. Based on the loudness, it determines the wind intensity; the greater the loudness, the greater the wind intensity, and vice versa. After determining the wind intensity, the mobile phone can determine what kind of change occurs in the first object based on the wind intensity and the first correspondence. The first correspondence describes the change of the first object corresponding to different wind intensities. For example, Table 1 below is an example of the first correspondence.
[0155] Table 1: First Correspondence
[0156] For example, as shown in Figure 10(a), when the wind intensity is low, the hair of the first object flutters. As shown in Figure 10(b), when the wind intensity is medium, the first object's hands grip the frame, creating a visual effect of resisting the wind. As shown in Figure 10(c), when the wind intensity is high, the first object rotates and moves away from the screen to show the visual effect of being blown away by the wind. Optionally, in Figure 10(c), the first object flies away from the screen and eventually disappears. When the first object disappears, the phone detects the user's gaze on the screen, determines the area the user is looking at, and displays the first object within that area. Optionally, when the first object reappears, it can show a visual effect of gradually moving from a distance to the screen. For example, as shown in Figure 10(d), if the user is looking at the lower area of the screen, the first object appears in the lower area; for example, the first object peeks out from the lower area. As shown in Figure 10(e), if the user is looking at the right side of the screen, the first object appears in the right area; for example, the first object peeks out from the right area.
[0157] Taking the change in the first object related to the wind direction as an example. For example, the direction of the first object's hair movement and / or the direction of its display position movement are related to the wind direction. For example, if the wind direction is the first direction, then the direction of the hair movement and / or the direction of the display position movement are both the first direction. For example, taking Figure 10(a) as an example, if the wind direction is from bottom to top, then the first object's hair moves from bottom to top. If the wind direction is from top to bottom, then the first object's hair moves from top to bottom. Or, taking Figure 10(b) as an example, if the wind direction is from left to right, then the first object's right hand holds the frame; if the wind direction is from right to left, then the first object's left hand holds the frame. In this method, the mobile phone needs to determine the wind direction of the user's breath. One possible way is to deploy a microphone array in the mobile phone and determine the wind direction of the user's breath by collecting the sound signal of the breath through the microphone array.
[0158] (4) Taking the user's finger hovering over the screen as an example. For example, when the user's finger hovers over the screen, the first object changes, and this change can reflect the visual effect of the interaction between the first object and the user's hovering finger. For example, the mobile phone can determine the area on the screen where the finger is hovering, and the first object interacts with the user within the area where the finger is hovering. For example, as shown in Figure 11(a), the mobile phone displays the lock screen interface. As shown in Figure 11(b), when the user's finger hovers over area 1 of the mobile phone screen, the hand of the first object (e.g., the left hand) moves into area 1 and interacts with the user's finger, such as shaking hands with the user or greeting the user. Optionally, if the user's finger moves, the hand of the first object (i.e., the left hand) moves accordingly. As shown in Figure 11(c), when the user's finger hovers over area 2 of the screen, the hand of the first object (e.g., the right hand) moves into area 2 and interacts with the user's finger, such as shaking hands with the user or greeting the user. Optionally, if the user's finger moves, the hand of the first object (i.e., the right hand) moves accordingly.
[0159] (5) Taking a user's finger touching the screen as an example. For example, when a user's finger touches the screen, the first object changes, and this change can reflect the visual effect of the interaction between the first object and the user's touch behavior. For example, when a user's finger touches the phone screen, the hair of the first object deforms to show the visual experience of touching hair. For example, as shown in Figure 12A(a), when the user's finger touches position 1 on the screen, in response to the user's operation, the hair at position 1 (e.g., the area enclosed by the curve) on the first object shows a visual effect of being physically squeezed, thus reflecting the effect of touching hair, as shown in Figure 12A(b). It can be understood that when a user's finger touches the screen, it may slowly slide, and in response to the movement of the user's finger, the hair of the first object changes continuously with the movement of the finger to show the visual effect of the user touching hair. As another example, when a user's finger touches the screen, if the phone determines that the touch operation is located at a specific position on the first object (e.g., the armpit position), the first object shows the visual effect of being tickled through changes in facial expression and / or body posture. For example, as shown in Figure 12B(a), when the user's finger touches position 2 on the screen, which is the armpit position of the first object, the first object will show a visual effect of being tickled, as shown in Figure 12B(b).
[0160] The above embodiments illustrate that the first theme of the mobile phone supports interaction. For example, the first object in the lock screen wallpaper corresponding to the first theme supports interaction. In other embodiments, the first theme may also provide one or more mini-games (which can be understood as lightweight game applications). In the lock screen state, the mobile phone responds to the game entry operation and can enter the game interface of the mini-game of the first theme, where the user can play the game. It should be noted that the game entry operation is different from the unlock operation; therefore, entering the game interface does not unlock the mobile phone. Furthermore, it is worth noting that, as mentioned above, the mini-game is a game included in the first theme. One possible scenario is that after the mobile phone downloads and installs the first theme, the mini-game program is included in the first theme's program package. Therefore, in this case, the mobile phone desktop may not contain a mini-game icon.
[0161] For example, please refer to Figure 13A(a). The phone displays a lock screen interface, and the lock screen wallpaper is the wallpaper corresponding to the first theme. The lock screen wallpaper includes a first object, such as a plush toy. In Figure 13A(a), in response to the user's game entry operation triggered within the lock screen interface (e.g., a long press), the phone displays the interface shown in Figure 13A(b), which is a game countdown interface. As shown in Figure 13A(c), after the countdown reaches 0, the game interface is displayed. For example, the game is "Don't Step on the White Tiles." The game interface includes black and white plush toys that roll forward. The user needs to continuously tap the black plush toys to move forward without stepping on the white plush toys, and the rolling speed continuously increases to increase the game difficulty. Optionally, after the user taps a black plush toy, the black plush toy can change to white. Optionally, the phone can also calculate the game score (e.g., the number of black plush toys hit) based on the user's tapping operation and output the game score, as shown in Figure 13A(d). Optionally, the casual game can also have multiple levels, with a celebratory flower effect upon completion of each level. It should be noted that in Figure 13A, the game interface includes black and white doll objects. Optionally, these doll objects can be the same as the first object in the lock screen wallpaper. In other words, as shown in Figure 13A, since the first object in the lock screen wallpaper is a white doll object, the game interface entered by the user after long-pressing the lock screen includes both white and black doll objects. It should also be noted that, as mentioned in Figure 2(a) above, the first theme can provide multiple different doll objects for the user to choose from. When the user selects one doll object, the first object in the lock screen wallpaper becomes the selected doll object, and therefore, the doll object in the game interface is also the selected doll object.
[0162] For example, please refer to Figure 13B(a). The phone displays a lock screen interface, and the lock screen wallpaper is the wallpaper corresponding to the first theme. The lock screen wallpaper includes a first object, such as a plush toy. In Figure 13B(a), in response to the user's game entry operation triggered within the lock screen interface (e.g., a long press), the phone displays the interface shown in Figure 13B(b), which is a game countdown interface. As shown in Figure 13B(c), after the countdown reaches 0, the game interface is displayed. For example, the game is called "Puffball Jump." The game interface includes a plush toy object and a rolling platform. The user needs to shake the phone to control the plush toy object to continuously jump onto the platform above. For example, as shown in Figure 13B(d), when the user tilts the phone to the right, the plush toy object jumps to the upper right platform. As shown in Figure 13B(e), when the user tilts the phone to the left, the plush toy object jumps to the upper left platform. Optionally, the rolling speed of the platform can be continuously increased to increase the difficulty of the game. Optionally, as shown in Figure 13B(f), treasure chests can be placed on some pedals, and plush toys can be placed inside these chests to add points (optionally, a flower-sprinkling effect can also be added). Optionally, the phone can also calculate and output the game score, as shown in Figure 13B(g). Optionally, the game can also have multiple levels, and a flower-sprinkling celebration effect can be output after each level is completed. It should be noted that in Figure 13B, the game interface includes a plush toy object (which jumps on the pedals). Optionally, this plush toy object can be the same as the first object in the lock screen wallpaper. In other words, as shown in Figure 13B, since the first object in the lock screen wallpaper is a white plush toy object, the game interface entered by the user long-pressing the lock screen interface is the interface where the white plush toy object jumps on the pedals. It should be noted that, as mentioned in Figure 2(a) above, the first theme can provide multiple different plush toy objects for the user to choose from. When the user selects one of the plush toy objects, the first object in the lock screen wallpaper becomes the plush toy object selected by the user, and the plush toy object in the game interface is also the plush toy object selected by the user.
[0163] For example, please refer to Figure 13C(a). The phone displays a lock screen interface, and the lock screen wallpaper is the wallpaper corresponding to the first theme. The lock screen wallpaper includes a first object, such as a plush toy. In Figure 13C(a), in response to the user's game entry operation triggered within the lock screen interface (e.g., a long press), the phone displays the interface shown in Figure 13C(b). This interface is the game interface of a casual game. For example, the casual game is "Spot the Difference." The game interface includes multiple plush toy objects, and there are differences between the multiple plush toy objects. The user needs to find the differences and click on them. Optionally, if the user finds the wrong difference, the phone can output a prompt. For example, as shown in Figure 13C(c), the game interface includes three plush toy objects. The difference is that the plush toy on the right is not wearing a hat, but the user clicks on the plush toy below, that is, the user found the wrong difference. Then, the plush toy can display visual effects such as anger, regret, rage, grievance, and shaking its head to represent that the user failed to find the difference. Optionally, if the user finds the right difference, the phone can also output a prompt. For example, as shown in Figure 13C(d), when a user clicks on the doll object on the right, the doll object displays visual effects such as happiness, joy, and nodding, indicating successful spot-the-difference. It should be noted that the game interface shown in Figure 13C includes multiple doll objects. Optionally, the multiple doll objects can be the same doll object, only with different accessories, such as some wearing hats and some not. For example, the multiple doll objects can all be the first object within the lock screen wallpaper. For example, in Figure 13C(a), the lock screen wallpaper includes a first object, and the first object is a certain type of doll object. In response to the game entry operation, the entered game interface contains multiple doll objects, all of which are the first object, only with different accessories. Alternatively, the multiple doll objects in the game interface can be different doll objects. As mentioned in Figure 2(a) above, the first theme can provide multiple different doll objects for the user to choose from. Therefore, the multiple doll objects in the game interface can be multiple different doll objects provided by the first theme. Optionally, in this case, the multiple doll objects can include the first object within the first wallpaper.
[0164] Optionally, in this embodiment of the application, when the mobile phone displays the game interface of a casual game, it can be displayed in full screen, for example, the status bar (including the status bar containing battery level, carrier, time, etc.) can be not displayed.
[0165] The above examples illustrate three casual games. A phone's first theme can include at least one of these three games, or it can include other casual games besides these three. Taking a first theme including the three casual games as an example, after receiving a game entry command on the lock screen, the phone can randomly enter the game interface of one of the casual games, or enter the game interface of a casual game that the user plays frequently, or, after receiving the game entry command, the phone can display a prompt message to indicate which casual game to enter, and then enter the corresponding casual game's game interface based on the user's selection. Alternatively, the first theme can provide multiple doll objects, each corresponding to a casual game. After receiving a game entry command on the lock screen, the phone can determine the casual game corresponding to the first doll object based on the lock screen wallpaper, and then enter the game interface of that casual game.
[0166] The above embodiments illustrate that after a user sets a phone theme as the first theme, they can interact with that theme. In other embodiments, considering that users may have a desire to share and might want to recommend the first theme to other users, they can send a promotional video for the first theme to other users, thereby achieving the purpose of theme sharing. This process will be described in detail below.
[0167] It should be understood that this process involves two devices, referred to as the first device and the second device for ease of description, as shown in Figure 14A. The first device's theme is "First Theme," so its lock screen wallpaper includes the first object; the second device's theme is not "First Theme." In this case, the first device can send a promotional video featuring the first theme to the second device.
[0168] For example, as shown in Figure 14B(a), the first device and the second device are brought close together. Optionally, the first device may display a lock screen before approaching the second device, and similarly, the second device may display a lock screen before approaching the first device. That is, when both the first and second devices display lock screens, the connection is triggered only when the two devices are close together and touch. If the first and / or second devices display other interfaces, the connection will not be triggered when the two devices are close together and touch, thus avoiding accidental operation. As shown in Figure 14B(b), the distance between the first and second devices is less than a preset distance, for example, when the first device touches / contacts the second device. Optionally, the first and / or second devices can use NFC technology to determine the distance between them. If the distance is less than the preset distance, a connection is established. For example, as shown in Figure 14B(c), in response to a touch, the first device and the second device establish a connection. Optionally, the connection can be a short-range communication connection, such as a Bluetooth connection, a Wi-Fi connection, an ultra-wideband (UWB) connection, or other connections, which will not be listed individually. Optionally, as shown in Figure 14B(c), after the first device and the second device establish a connection, a wormhole animation effect is displayed on both devices. This animation effect can demonstrate the visual effect of establishing a transmission channel between the first and second devices, enhancing the user experience. As shown in Figure 14B(d), when the first device receives a trigger operation (e.g., a swipe-up action on the screen), it sends a first video to the second device in response to the trigger operation. The first video can be a product recommendation video for the first theme. It should be noted that in Figure 14B(d), taking the example of the user of the first device manually triggering the first device to send the first video to the second device, the first device can optionally send the first video automatically. For example, in response to establishing a connection with the second device, the first device automatically sends the first video to the second device. Optionally, in this case, before sending the first video to the second device, the first device can determine whether the first theme is installed on the second device. If not, the first device sends the first video to the second device. One possible approach is that after the first device establishes a connection with the second device, the second device actively or passively sends an indication message to the first device, which indicates that the first topic is not installed on the second device.
[0169] As described above, the first device sends a first video of the first theme to the second device. Optionally, the first video can be a pre-installed video, for example, the first video is pre-installed in the theme package of the first theme, that is, after the first device downloads the first theme, the theme package of the first theme includes the first video. Alternatively, the first video is stored in the cloud (this cloud can be the cloud of the theme provider of the first theme), and the first device, in response to a trigger operation (e.g., the operation shown in (d) of Figure 14B), downloads the first video from the cloud and then sends the first video to the second device. Alternatively, the first video can also be a video created by the user of the first device, for example, the first device records the screen when the user interacts with the first theme, thus obtaining the first video.
[0170] Optionally, the first video could be a video of a doll object in the first theme interacting with a user's blowing action, or it could be a video of a doll object interacting with a user's finger touch action. In short, the first video is used to showcase the interactive effects of the first theme in order to attract users to install it. For example, the doll object in the first video could be a first object in the lock screen wallpaper of a first device.
[0171] Continuing with Figure 14B(d), the first device displays a first animation effect of the first video, which demonstrates the visual effect of the first video gradually moving out of the first device, for example, the first video gradually entering a wormhole until it disappears. As shown in Figure 14B(e), the second device displays a second animation effect of the first video, which demonstrates the visual effect of the first video gradually entering the second device, for example, the first video gradually moving out of a wormhole. After receiving the first video, the second device can store it in its gallery application. The user of the second device can open the first video in the gallery application to learn about the first theme. Understandably, if the user of the second device is attracted by the first video, they can download and install the first theme on the second device, thus becoming interested in the first theme.
[0172] Optionally, before sending the first video to the second device, the first device can also output a prompt message asking whether to share the first topic with the second device. Upon receiving confirmation from the user, the first device sends the first video to the second device to avoid accidental operation. Optionally, before receiving the first video, the second device can also output a prompt message asking whether to accept the topic sharing from the first device. If the second device receives confirmation, it receives the first video. This method allows topic sharing with the user's consent, resulting in a better user experience.
[0173] In the above embodiments, the first device can recommend a first theme to the second device. In other embodiments, the first and second devices can also share their own themes with each other. For example, the first device's theme is Theme 1, and the second device's theme is Theme 2. The first device can share Theme 1 with the second device, and the second device can also share Theme 2 with the first device. For example, Theme 1 and Theme 2 can be Theme 1 and Theme 2 in Figure 2 above, that is, Theme 1 and Theme 2 belong to the same theme style. For example, Theme 1 and Theme 2 are two different themes provided by the same theme provider.
[0174] For example, as shown in Figure 15A, the first device's theme is Theme 1, so its lock screen wallpaper includes Object 1, which is the plush toy corresponding to Theme 1. As mentioned earlier, the user of the first device can also customize Object 1, such as adding accessories (e.g., glasses, hats) or setting its fur color. The second device's theme is Theme 2, so its lock screen wallpaper includes Object 2, which is the plush toy corresponding to Theme 2. The user of the second device can also customize Object 2, such as adding accessories (e.g., glasses, hats) or setting its fur color. In Figure 15A, the first and second devices can share their respective themes with each other.
[0175] For example, as shown in Figure 15B(a), the first device and the second device approach each other. Optionally, the first device can display a lock screen before approaching the second device, and similarly, the second device can display a lock screen before approaching the first device. That is, when both the first and second devices display lock screens, the connection is triggered only when the two devices approach and touch each other. If the first device and / or the second device displays other interfaces, the connection will not be triggered when the two devices approach and touch each other, thus avoiding accidental operation. As shown in Figure 15B(b), the first device and the second device touch each other. As shown in Figure 15B(c), in response to the touch, the first device and the second device establish a connection. Optionally, after the first device and the second device establish a connection, a wormhole animation effect is displayed on the first device and the second device respectively. This animation effect can reflect the visual effect of the first device and the second device establishing a transmission channel. As shown in Figure 15B(d), the first device sends information about topic 1 to the second device. For example, the information about topic 1 can be the topic package of topic 1. Optionally, to enhance the user experience, the first device may display an animation of theme 1, which demonstrates the visual effect of theme 1 gradually moving out of the first device, for example, theme 1 gradually entering a wormhole and then disappearing. Continuing in Figure 15B(d), the second device sends information about theme 2 to the first device. For example, the information about theme 2 may be a theme package for theme 2. Optionally, to enhance the user experience, the second device may display an animation of theme 2, which demonstrates the visual effect of theme 2 gradually moving out of the second device, for example, theme 2 gradually entering a wormhole and then disappearing. As shown in Figure 15B(e), the first device receives information about theme 2, for example, the first device displays an animation of theme 2, which demonstrates the visual effect of theme 2 moving out of a wormhole and entering the first device. Continuing in Figure 15B(e), the second device receives information about theme 1, for example, the second device displays an animation of theme 1, which demonstrates the visual effect of theme 1 moving out of a wormhole and entering the second device. As shown in Figure 15B(f), the first device replaces theme 1 with theme 2, so object 2 becomes the lock screen wallpaper of the first device. The second device replaces theme 2 with theme 1, so object 1 becomes the lock screen wallpaper of the second device. Therefore, as can be seen from Figure 15B, the first and second devices swapped themes.
[0176] For example, as shown in Figure 15C(a), the first device and the second device approach each other. As shown in Figure 15C(b), the first device and the second device touch each other. As shown in Figure 15C(c), in response to the touch, the first device and the second device establish a connection. Optionally, after the first device and the second device establish a connection, a wormhole animation effect is displayed on both devices. As shown in Figure 15C(d), the first device sends information about theme 1 to the second device, and the second device sends information about theme 2 to the first device. As shown in Figure 15C(e), the first device receives information about theme 2, and the second device receives information about theme 1. As shown in Figure 15C(f), information about theme 2 is added to theme 1 on the first device, for example, object 2 is added to the lock screen wallpaper of the first device. Similarly, information about theme 1 is added to theme 2 on the second device, so object 1 is added to the lock screen wallpaper of the second device. Therefore, Figure 15C provides an effect where two devices touch each other to attract each other's doll objects to their own wallpapers, improving the user experience.
[0177] It should be noted that Figures 15B and 15C illustrate examples where the first and second devices automatically send their own topics to each other in response to a connection. Optionally, the first and / or second devices can also send their own topics to each other upon manual user triggering. For example, when the first device receives a trigger operation (e.g., a swipe up on the screen), it sends topic 1 information to the second device in response. Optionally, the first device can also output a prompt message to ask the user whether to send topic 1 information to the second device, and if a confirmation command is received, it sends topic 1 information to the second device. In this case, upon receiving topic 1 information, the second device determines that the first device has a request for an interactive topic and can automatically send its own topic (i.e., topic 2) information to the first device; or, upon receiving a user trigger operation, the second device sends its own topic (i.e., topic 2) information to the first device. Optionally, the second device can also output a prompt message to ask the user whether to exchange topics with the first device, and if a confirmation command is received, it sends topic 2 information to the first device.
[0178] Please refer to Figure 16, which is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device can be a mobile terminal listed above, such as a mobile phone. As shown in Figure 16, the electronic device may include a processor 110, an external memory interface 120, an internal memory 121, a universal serial bus (USB) interface 130, a charging management module 140, a power management module 141, a battery 142, an antenna 1, an antenna 2, a mobile communication module 150, a wireless communication module 160, an audio module 170, a speaker 170A, a receiver 170B, a microphone 170C, a headphone jack 170D, a sensor module 180, buttons 190, a motor 191, an indicator 192, a camera 193, a display screen 194, and a subscriber identification module (SIM) card interface 195, etc. The sensor module 180 may include a pressure sensor 180A, a gyroscope sensor 180B, a barometric pressure sensor 180C, a magnetic sensor 180D, an accelerometer sensor 180E, a distance sensor 180F, a proximity sensor 180G, a fingerprint sensor 180H, a temperature sensor 180J, a touch sensor 180K, an ambient light sensor 180L, a bone conduction sensor 180M, etc.
[0179] Processor 110 may include one or more processing units, such as an application processor (AP), a modem processor, a graphics processing unit (GPU), an image signal processor (ISP), a controller, memory, a video codec, a digital signal processor (DSP), a baseband processor, and / or a neural network processing unit (NPU). Different processing units may be independent devices or integrated into one or more processors. The controller may serve as the nerve center and command center of the electronic device. The controller can generate operation control signals based on instruction opcodes and timing signals to control instruction fetching and execution. Processor 110 may also include memory for storing instructions and data. In some embodiments, the memory in processor 110 is a cache memory. This memory can store instructions or data that processor 110 has just used or is repeatedly used. If processor 110 needs to reuse the instruction or data, it can directly retrieve it from the memory. This avoids repeated access, reduces the waiting time of processor 110, and thus improves system efficiency.
[0180] In some embodiments, the processor 110 may execute the interactive methods provided in the embodiments of this application.
[0181] In some embodiments, the processor 110 may include one or more interfaces. Interfaces may include an inter-integrated circuit (I2C) interface, an inter-integrated circuit sound (I2S) interface, a pulse code modulation (PCM) interface, a universal asynchronous receiver / transmitter (UART) interface, a mobile industry processor interface (MIPI), a general-purpose input / output (GPIO) interface, a subscriber identity module (SIM) interface, and / or a universal serial bus (USB) interface, etc.
[0182] The I2C interface is a bidirectional synchronous serial bus, including a serial data line (SDA) and a serial clock line (SCL). In some embodiments, the processor 110 may include multiple I2C buses. The processor 110 can couple to the touch sensor 180K, charger, flash, camera 193, etc., through different I2C bus interfaces. For example, the processor 110 can couple to the touch sensor 180K through the I2C interface, enabling the processor 110 and the touch sensor 180K to communicate through the I2C bus interface, thereby realizing the touch function of the electronic device 100.
[0183] The I2S interface can be used for audio communication. In some embodiments, the processor 110 may include multiple I2S buses. The processor 110 can be coupled to the audio module 170 via the I2S bus to enable communication between the processor 110 and the audio module 170. In some embodiments, the audio module 170 can transmit audio signals to the wireless communication module 160 via the I2S interface to enable the function of answering phone calls through a Bluetooth headset.
[0184] The PCM interface can also be used for audio communication, sampling, quantizing, and encoding analog signals. In some embodiments, the audio module 170 and the wireless communication module 160 can be coupled via the PCM bus interface. In some embodiments, the audio module 170 can also transmit audio signals to the wireless communication module 160 via the PCM interface, enabling the function of answering phone calls through a Bluetooth headset. Both the I2S interface and the PCM interface can be used for audio communication.
[0185] The UART interface is a universal serial data bus used for asynchronous communication. This bus can be a bidirectional communication bus. It converts the data to be transmitted between serial and parallel communication. In some embodiments, the UART interface is typically used to connect the processor 110 and the wireless communication module 160. For example, the processor 110 communicates with the Bluetooth module in the wireless communication module 160 via the UART interface to implement Bluetooth functionality. In some embodiments, the audio module 170 can transmit audio signals to the wireless communication module 160 via the UART interface to enable music playback through Bluetooth headphones.
[0186] The MIPI interface can be used to connect the processor 110 to peripheral devices such as the display screen 194 and the camera 193. The MIPI interface includes a camera serial interface (CSI) and a display serial interface (DSI). In some embodiments, the processor 110 and the camera 193 communicate via the CSI interface to enable the electronic device 100 to capture images. The processor 110 and the display screen 194 communicate via the DSI interface to enable the electronic device 100 to display images.
[0187] The GPIO interface can be configured via software. It can be configured as a control signal or a data signal. In some embodiments, the GPIO interface can be used to connect the processor 110 to a camera 193, a display screen 194, a wireless communication module 160, an audio module 170, a sensor module 180, etc. The GPIO interface can also be configured as an I2C interface, an I2S interface, a UART interface, a MIPI interface, etc.
[0188] USB port 130 is a USB standard compliant interface, specifically a Mini USB port, Micro USB port, USB Type-C port, etc. USB port 130 can be used to connect a charger to charge electronic device 100, and can also be used for data transfer between electronic device 100 and peripheral devices. It can also be used to connect headphones for audio playback. This interface can also be used to connect other electronic devices, such as AR devices.
[0189] It is understood that the interface connection relationships between the modules illustrated in the embodiments of the present invention are merely illustrative and do not constitute a structural limitation on the electronic device 100. In other embodiments of this application, the electronic device 100 may also employ different interface connection methods or combinations of multiple interface connection methods as described in the above embodiments.
[0190] The wireless communication function of the electronic device can be implemented through antenna 1, antenna 2, mobile communication module 150, wireless communication module 160, modem processor, and baseband processor. Antenna 1 and antenna 2 are used to transmit and receive electromagnetic wave signals. Each antenna in the electronic device can be used to cover one or more communication frequency bands. Different antennas can also be reused to improve antenna utilization. For example, antenna 1 can be reused as a diversity antenna for a wireless local area network. In some other embodiments, the antenna can be used in conjunction with a tuning switch.
[0191] The mobile communication module 150 can provide solutions for wireless communication applications including 2G / 3G / 4G / 5G in electronic devices. The mobile communication module 150 may include at least one filter, switch, power amplifier, low noise amplifier (LNA), etc. The mobile communication module 150 can receive electromagnetic waves via antenna 1, and perform filtering, amplification, and other processing on the received electromagnetic waves before transmitting them to a modem processor for demodulation. The mobile communication module 150 can also amplify the signal modulated by the modem processor and convert it into electromagnetic waves for radiation via antenna 1. In some embodiments, at least some functional modules of the mobile communication module 150 may be housed in processor 110. In some embodiments, at least some functional modules of the mobile communication module 150 and at least some modules of the processor 110 may be housed in the same device.
[0192] The wireless communication module 160 can provide solutions for wireless communication applications in electronic devices, including wireless local area networks (WLANs) (such as wireless fidelity (Wi-Fi) networks), Bluetooth (BT), global navigation satellite system (GNSS), frequency modulation (FM), near field communication (NFC), and infrared (IR) technologies. The wireless communication module 160 can be one or more devices integrating at least one communication processing module. The wireless communication module 160 receives electromagnetic waves via antenna 2, performs frequency modulation and filtering of the electromagnetic wave signals, and sends the processed signal to processor 110. The wireless communication module 160 can also receive signals to be transmitted from processor 110, perform frequency modulation and amplification, and convert them into electromagnetic waves for radiation via antenna 2.
[0193] In some embodiments, antenna 1 of the electronic device is coupled to mobile communication module 150, and antenna 2 is coupled to wireless communication module 160, enabling the electronic device to communicate with networks and other devices via wireless communication technology.
[0194] The display screen 194 is used to display the application's interface, etc. The display screen 194 includes a display panel. In some embodiments, the electronic device may include one or N display screens 194, where N is a positive integer greater than 1.
[0195] The electronic device 100 can perform shooting functions through an ISP, a camera 193, a video codec, a GPU, a display 194, and an application processor. The ISP is used to process the data fed back by the camera 193.
[0196] Internal memory 121 can be used to store computer executable program code, which includes instructions. Processor 110 executes various functional applications and data processing of the electronic device by running the instructions stored in internal memory 121. Internal memory 121 may include a program storage area and a data storage area. The program storage area may store the operating system and software code for at least one application program. The data storage area may store data generated during the use of the electronic device (e.g., images, videos, etc.). Furthermore, internal memory 121 may include high-speed random access memory and may also include non-volatile memory, such as at least one disk storage device, flash memory device, general-purpose flash memory, etc.
[0197] The external storage interface 120 can be used to connect an external memory card, such as a Micro SD card, to expand the storage capacity of the electronic device. The external memory card communicates with the processor 110 through the external storage interface 120 to perform data storage functions. For example, images, videos, and other files can be saved on the external memory card.
[0198] Electronic devices can implement audio functions such as music playback and recording through audio modules 170, speakers 170A, receivers 170B, microphones 170C, headphone jacks 170D, and application processors.
[0199] The audio module 170 is used to convert digital audio information into analog audio signals for output, and also to convert analog audio input into digital audio signals. The audio module 170 can also be used for encoding and decoding audio signals. In some embodiments, the audio module 170 may be located in the processor 110, or some functional modules of the audio module 170 may be located in the processor 110.
[0200] The speaker 170A, also known as a "loudspeaker," is used to convert audio electrical signals into sound signals. The electronic device 100 can listen to music or listen to hands-free calls and other external playback scenarios through one or more speakers 170A.
[0201] The receiver 170B, also known as a "handpiece," can be one or more, and is used to convert audio electrical signals into sound signals. When the electronic device 100 answers a telephone call or voice message, the receiver 170B can be brought close to the ear to listen to the voice.
[0202] The microphone 170C, also known as a "microphone" or "voice transducer," is used to convert sound signals into electrical signals.
[0203] The 170D headphone jack is used to connect wired headphones.
[0204] The pressure sensor 180A is used to sense pressure signals and can convert the pressure signals into electrical signals. In some embodiments, the pressure sensor 180A may be disposed on the display screen 194.
[0205] The gyroscope sensor 180B can be used to determine the motion attitude of an electronic device. In some embodiments, the gyroscope sensor 180B can determine the angular velocity of the electronic device about three axes (i.e., the x, y, and z axes). The gyroscope sensor 180B can be used for image stabilization.
[0206] The barometric pressure sensor 180C is used to measure air pressure. In some embodiments, the electronic device calculates altitude using the air pressure value measured by the barometric pressure sensor 180C to assist in positioning and navigation.
[0207] The magnetic sensor 180D includes a Hall effect sensor. Electronic devices can use the magnetic sensor 180D to detect the opening and closing of a flip cover.
[0208] The 180E accelerometer can detect the magnitude of acceleration in various directions (typically three axes) of electronic devices. When the electronic device is stationary, it can detect the magnitude and direction of gravity.
[0209] The 180F distance sensor is used to measure distance. Electronic devices can measure distance using infrared or laser.
[0210] The proximity sensor 180G may include, for example, a light-emitting diode (LED) and a light detector, such as a photodiode. The LED may be an infrared LED. The electronic device emits infrared light outward through the LED. The electronic device uses the photodiode to detect infrared reflected light from nearby objects. When sufficient reflected light is detected, it can be determined that an object is near the electronic device. When insufficient reflected light is detected, the electronic device can determine that no object is near the electronic device.
[0211] An ambient light sensor 180L is used to detect ambient light levels. Electronic devices can adaptively adjust the brightness of the display screen 194 based on the detected ambient light levels.
[0212] The fingerprint sensor 180H is used to collect fingerprints.
[0213] The 180J temperature sensor is used to detect temperature.
[0214] Touch sensor 180K, also known as a "touch panel," can be located on display screen 194. The touch sensor 180K and display screen 194 together form a touchscreen, also known as a "touch screen." Touch sensor 180K is used to detect touch operations applied to or near it. The touch sensor can then transmit the detected touch operation to the application processor to determine the type of touch event.
[0215] The bone conduction sensor 180M can acquire vibration signals. In some embodiments, the bone conduction sensor 180M can acquire vibration signals from the vibrating bone segments of the human vocal cords.
[0216] Buttons 190 include a power button, volume buttons, etc. Buttons 190 can be mechanical buttons or touch buttons. The electronic device can receive button inputs and generate key signal inputs related to user settings and function control. Motor 191 can generate vibration alerts. Motor 191 can be used for incoming call vibration alerts or for touch vibration feedback. Indicator 192 can be an indicator light, used to indicate charging status, battery level changes, messages, missed calls, notifications, etc. SIM card interface 195 is used to connect a SIM card. The SIM card can be inserted into or removed from the SIM card interface 195 to achieve contact and separation with the electronic device.
[0217] It is understood that the components shown in Figure 16 do not constitute a specific limitation on the electronic device. The electronic device in embodiments of the present invention may include more or fewer components than those shown in Figure 16. Furthermore, the combination / connection relationships between the components in Figure 16 can also be adjusted and modified.
[0218] Figure 17 is a schematic diagram of the structure of an electronic device 1700 provided in an embodiment of this application. The electronic device 1700 can be a mobile terminal as listed above, such as a mobile phone. As shown in Figure 17, the electronic device 1700 may include: one or more processors 1701; one or more memories 1702; a communication interface 1703; and one or more computer programs 1704. These devices can be connected via one or more communication buses 1705. The one or more computer programs 1704 are stored in the memory 1702 and configured to be executed by the one or more processors 1701. The one or more computer programs 1704 include instructions. For example, when the electronic device 1700 is a mobile phone, the instructions can be used to perform the relevant steps of the mobile phone as described in the corresponding embodiments above, such as performing the relevant steps of the mobile phone in Figures 1 to 15C. The communication interface 1703 is used to enable communication between the electronic device 1700 and other devices; for example, the communication interface can be a transceiver.
[0219] In the embodiments provided above, the methods provided by the embodiments of this application are described from the perspective of an electronic device (e.g., a mobile phone) as the executing entity. To implement the functions of the methods provided in the embodiments of this application, the electronic device may include hardware structures and / or software modules, implementing the above functions in the form of hardware structures, software modules, or a combination of hardware structures and software modules. Whether a particular function is implemented in the form of hardware structures, software modules, or a combination of hardware structures and software modules depends on the specific application and design constraints of the technical solution.
[0220] In the above embodiments, implementation can be achieved entirely or partially through software, hardware, firmware, or any combination thereof. When implemented using software, it can be implemented entirely or partially in the form of a computer program product. The computer program product includes one or more computer instructions. When the computer program instructions are loaded and executed on a computer, all or part of the processes or functions described in the embodiments of the present invention are generated. The computer can be a general-purpose computer, a special-purpose computer, a computer network, or other programmable device. The computer instructions can be stored in a computer-readable storage medium or transmitted from one computer-readable storage medium to another. For example, the computer instructions can be transmitted from one website, computer, server, or data center to another website, computer, server, or data center via wired (e.g., coaxial cable, fiber optic, digital subscriber line (DSL)) or wireless (e.g., infrared, wireless, microwave, etc.) means. The computer-readable storage medium can be any available medium that a computer can access or a data storage device such as a server or data center that integrates one or more available media. The available medium can be a magnetic medium (e.g., floppy disk, hard disk, magnetic tape), an optical medium (e.g., DVD), or a semiconductor medium (e.g., solid state disk (SSD)). Where there is no conflict, the solutions in the above embodiments can be used in combination.
[0221] Those skilled in the art will understand that embodiments of this application can be provided as methods, systems, or computer program products. Therefore, this application can take the form of a completely hardware embodiment, a completely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, this application can take the form of a computer program product embodied on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.
[0222] This application is described with reference to flowchart illustrations and / or block diagrams of methods, apparatus (systems), and computer program products according to this application. It should be understood that each block of the flowchart illustrations and / or block diagrams, and combinations of blocks in the flowchart illustrations and / or block diagrams, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, special-purpose computer, embedded processor, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, create means for implementing the functions specified in one or more blocks of the flowchart illustrations and / or one or more blocks of the block diagrams.
[0223] These computer program instructions may also be stored in a computer-readable storage medium that can direct a computer or other programmable data processing device to function in a particular manner, such that the instructions stored in the computer-readable storage medium produce an article of manufacture including instruction means that implement the functions specified in one or more flowcharts and / or one or more block diagrams.
[0224] These computer program instructions may also be loaded onto a computer or other programmable data processing apparatus to cause a series of operational steps to be performed on the computer or other programmable apparatus to produce a computer-implemented process, such that the instructions, which execute on the computer or other programmable apparatus, provide steps for implementing the functions specified in one or more flowcharts and / or one or more block diagrams.
[0225] Obviously, those skilled in the art can make various modifications and variations to this application without departing from the scope and intent of this application. Therefore, if such modifications and variations fall within the scope of the claims of this application and their equivalents, this application is also intended to include such modifications and variations.
Claims
1. An interactive method, characterized by, Applied to electronic devices, the method includes: Display a first wallpaper, which includes a first object; In response to a user blowing air on the screen of the electronic device, the first object changes, and the change is used to demonstrate the visual effect of the first object interacting with the blowing air.
2. The method of claim 1, wherein, The first object changes, including at least one of the following: The size of the first object gradually increases to show the visual effect of the first object being inflated; or, The hair morphology of the first object changes to create a visual effect of the hair moving; or, The changes in the posture and movement of the first object are used to demonstrate the visual effect of the first object resisting wind force; or, The expression of the first object changes to demonstrate the visual effect of the first object experiencing wind force; or, The display position of the first object changes to show the visual effect of the first object being blown away by the wind.
3. The method according to claim 1 or 2, characterized in that, The change in the first object is related to at least one of wind intensity and / or wind direction; wherein the wind intensity is used to describe the magnitude of the wind force generated by the blowing behavior, and the wind direction is used to describe the direction of the wind force generated by the blowing behavior.
4. The method of claim 3, wherein, The way the first object changes is related to wind intensity, including: The greater the wind intensity, the greater the change in the first object; the smaller the wind intensity, the smaller the change in the first object.
5. The method according to claim 3 or 4, characterized in that, When the wind intensity is at the first intensity, the hair morphology of the first object changes to show the visual effect of the hair of the first object fluttering. When the wind intensity is the second intensity, the posture of the first object changes to demonstrate the visual effect of the first object resisting the wind and preventing it from being blown away. When the wind intensity is the third intensity, the display position of the first object changes to show the visual effect of the first object being blown away by the wind. Wherein, the first strength is lower than the second strength, and the second strength is lower than the third strength.
6. The method according to any one of claims 1 to 5, characterized in that, When the wind intensity is the third intensity, it also includes: the first object gradually shrinks and disappears, so as to show the visual effect that the first object moves away from the screen and eventually disappears; After the first object disappears, the method further includes: determining the user's gaze area on the screen and displaying the first object within the gaze area.
7. The method according to any one of claims 3-6, characterized in that, The way the first object changes is related to the wind direction, including: The direction of hair movement and / or the direction of positional movement of the first object are consistent with the direction of wind.
8. An interactive method, characterized by Applied to electronic devices, the method includes: Display a first wallpaper, which includes a first object; In response to a user's gaze at the screen of the electronic device, the first object changes, and the change is used to demonstrate a visual effect of the first object interacting with the gaze behavior.
9. The method of claim 8, wherein, In response to a user looking at the screen of the electronic device, the first object changes, including: In response to a user's gaze at the screen of the electronic device, determine whether the user is the owner of the device; If the user is the owner of the device, the first object undergoes a first change; If the user is not the owner of the device, the first object undergoes a second change, which is different from the first change.
10. The method according to claim 9, characterized in that, The first change includes: the first object displaying at least one visual effect of joy, enthusiasm, anticipation, shyness, greeting the user, or gazing at the user through facial expressions and / or body movements; The second change includes: the first object displaying at least one of the following visual effects through facial expressions and / or body movements: curiosity, fear, anger, rage, looking at the observer, or warning the observer.
11. The method according to any one of claims 8-10, characterized in that, If the user is not the owner of the device, the method further includes: In response to the user's unlocking of the electronic device, the first object undergoes a third change, the emotional expression of the first object exhibited by the third change being similar to the emotional expression of the first object exhibited by the second change, and the emotional expression exhibited by the third change being stronger than the emotional expression exhibited by the second change.
12. The method of claim 11, wherein, The more times the user unlocks the device, the stronger the emotional expression displayed by the first object.
13. The method according to any one of claims 8-12, characterized in that, In response to a user looking at the screen of the electronic device, the first object changes, including: Determine the user's mood in response to the user's gaze at the screen of the electronic device; The first object is controlled to change according to the user's emotions, wherein the way the first object changes differs under different emotional states.
14. The method according to any one of claims 1 to 13, characterized in that, The first wallpaper is the wallpaper for the lock screen.
15. The method according to any one of claims 1 to 14, characterized in that, Prior to displaying the first wallpaper, the method further includes: The electronic device is set to a first theme, which supports interaction. The first wallpaper is the wallpaper corresponding to the first theme, and the first object is the theme object contained in the first theme.
16. An interactive method, characterized by Applied to a first device, wherein the first device has a first theme that supports interaction, the method includes: The first device responds to contact with the second device and establishes a connection with the second device, wherein the topic of the second device is not the first topic; The first device sends a first video to the second device, the first video being a promotional video for the first theme.
17. The method of claim 16, wherein, The first device sends a first video to the second device, including: In response to connecting to the second device, the first device sends a first video to the second device; or, After the first device is connected to the second device, it sends a first video to the second device in response to a user-triggered operation.
18. The method according to claim 16 or 17, characterized in that, Before the first device establishes a connection with the second device in response to contacting the second device, the method further includes: The first device displays a lock screen interface, and the lock screen wallpaper of the lock screen interface is the lock screen wallpaper corresponding to the first theme.
19. The method according to any one of claims 16-18, characterized by, The first video is pre-installed in the theme package of the first theme, or the first video is a video recorded by the user.
20. The method according to any one of claims 16-19, characterized by, The method further includes: The first device displays a first motion effect of the first video, which is used to demonstrate the visual effect of the first video being moved out of the first device.
21. An interactive method, characterized by Applied to a communication system, the communication system including a first device and a second device, wherein the topic of the first device is a first topic and the topic of the second device is a second topic, the method includes: The first device responds to contact with the second device and establishes a connection with the second device; In response to connecting with the second device, the first device obtains information about the second topic and replaces the first topic with the second topic or adds information about the second topic to the first topic. In response to connecting with the first device, the second device obtains information about the first topic and replaces the second topic with the first topic or adds information about the first topic to the second topic.
22. The method of claim 21, wherein, The first theme and the second theme are two different themes belonging to the same style.
23. The method of claim 21 or 22, wherein, Before the first device establishes a connection with the second device in response to contact with the second device, the method further includes: The first device displays a first lock screen interface, and the lock screen wallpaper of the first lock screen interface is the lock screen wallpaper corresponding to the first theme; The second device displays a second lock screen interface, and the lock screen wallpaper of the second lock screen interface is the lock screen wallpaper corresponding to the second theme.
24. The method according to claim 23, characterized in that, After the first device replaces the first theme with the second theme, the lock screen wallpaper of the first lock screen interface is replaced with the lock screen wallpaper corresponding to the second theme; or, after the first device adds the information of the second theme to the first theme, the lock screen wallpaper of the first lock screen interface is added with the information of the second theme. After the second device replaces the second theme with the first theme, the lock screen wallpaper of the second lock screen interface is replaced with the lock screen wallpaper corresponding to the first theme. Alternatively, after the second device adds the information of the first theme to the second theme, the lock screen wallpaper of the second lock screen interface is added with the information of the first theme.
25. The method of any one of claims 21-24, wherein, The method further includes: The first device displays a first animation form of the first theme, the first animation form being used to demonstrate the visual effect of the first theme moving out of the first device; The second device displays a second animation of the second theme, which is used to demonstrate the visual effect of the second theme moving out of the second device.
26. An interactive method, characterized by Applied to electronic devices, the method includes: Display a first wallpaper, which includes a first object; In response to a user's finger hovering or touching the screen of the electronic device, the first object changes, and the change is used to demonstrate the interaction effect of the first object with the hovering or touching operation.
27. The method of claim 26, wherein, In response to a user's finger hovering over the screen of the electronic device, the first object changes, including: In response to a user's finger hovering over the screen of the electronic device, the hovering operation is determined to be located in a first area on the screen, and the hand of the first object moves into the first area to display a visual effect of the first object's hand interacting with the user's hovering finger.
28. The method of claim 27, wherein, The method further includes: In response to the movement of the user's finger, the hand of the first object moves accordingly.
29. The method of claim 26, wherein, In response to a user's touch operation on the screen of the electronic device, the first object changes, including: In response to a user's touch operation on the screen of the electronic device, the hair morphology of the first object changes to present the visual experience of the hair being touched.
30. The method of claim 26, wherein, In response to a user's touch operation on the screen of the electronic device, the first object changes, including: In response to a user's touch operation on the screen of the electronic device, when the touch operation is determined to be located at a specific position on the first object, the first object displays a visual effect of being tickled through changes in facial expression and / or body posture.
31. An interactive method, characterized by Applied to electronic devices, the method includes: Display a first wallpaper, which includes a first object; Based on the current scene, the first object is controlled to change, and the change is used to display the visual effect of the first object interacting with the current scene. The current scene includes at least one of music playback scene, sports scene, sleep scene, alarm clock scene, current time and current location.
32. The method according to claim 31, characterized in that, The current scene includes a music playback scene, and the first object changes, including: the posture and movement of the first object changes with the rhythm of the music; The current scene includes a motion scene, and the first object changes, including: at least one of the first object's posture, accessories, and clothing being related to motion; The current scenario includes a sleep scenario, and the first object changes, including at least one of the first object's posture, accessories, and clothing being related to sleep.
33. The method of claim 31, wherein, Based on the current scenario, control the first object to change, including: Based on the current time and / or current location, the user is determined to be off work, and the first object displays a visual experience of celebrating the end of get off work through changes in body posture and / or facial expressions.
34. The method of claim 31, wherein, Based on the current scenario, control the first object to change, including: Based on the current time, it is determined that the user's sleep time is approaching. The first object displays at least one visual experience of drowsiness or fatigue through changes in posture and / or facial expressions.
35. The method of claim 31, wherein, The current scenario includes an alarm clock scenario, and controlling the first object to change according to the current scenario includes: When the alarm rings, the first object switches from sleep mode to wake-up mode; After the alarm clock has lasted for a first duration, the position of the first object is moved to show the visual effect of the first object approaching the screen to check if the user has woken up. After the alarm is turned off, the first object displays a visual effect celebrating its successful waking up through changes in posture and / or facial expression.
36. An electronic device, comprising: include: Processor, memory, and one or more programs; The one or more programs are stored in the memory, and the one or more programs include instructions that, when executed by the processor, cause the electronic device to perform the steps of the method as described in any one of claims 1-20 and 26-35.
37. A communication system, characterized by include: A first device is configured to perform the steps of the first device in any one of claims 21-25; A second device is used to perform the steps of the second device in any one of claims 21-25.
38. A computer-readable storage medium, characterized in that, The computer-readable storage medium is used to store a computer program that, when run on a computer, causes the computer to perform the method as described in any one of claims 1 to 35.
39. A computer program product, characterised in that, Includes a computer program that, when run on a computer, causes the computer to perform the method as described in any one of claims 1 to 35.