Quick Reply Control for Message Editing in Virtual Scenes

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Solution Overview

Problem

Current communication methods between player objects in virtual scenes, such as those in online gaming, rely on fixed text or typing controls, leading to inefficient semantic expression and low hardware resource utilization due to the need for repeated editing and processing of messages.

Innovation Solution

A message processing method and apparatus that enables quick reply controls within the message editing process, allowing players to edit and transmit messages with improved accuracy and efficiency, including quick reply options that reduce the need for subsequent editing and enhance hardware resource utilization.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Device complexity

If fixed text is used for communication between player objects, then the system complexity is reduced, but the accuracy of semantic expression deteriorates

Engineering Contradiction:
Improvesystem complexityVSAvoidaccuracy of semantic expression
Core Design Contradiction:
Device complexityVSMeasurement precision

Solution Approach 1:

The message is segmented into two parts: a fixed text template (providing structure) and an editable content area (providing customization). This allows the system to maintain simplicity through templates while enabling precise semantic expression through user-editable portions.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system performs preliminary action by providing pre-configured message templates with fixed portions before the user needs to communicate. This reduces the effort required for message composition while maintaining expression accuracy through editable fields.

Inventive Principle:
Principle #10Preliminary action

2Measurement precision

If player objects edit and send messages through typing control, then the accuracy of semantic expression is improved, but the communication efficiency deteriorates

Engineering Contradiction:
Improveaccuracy of semantic expressionVSAvoidcommunication efficiency
Core Design Contradiction:
Measurement precisionVSProductivity

Solution Approach 1:

The message composition interface is segmented into fixed template portions and editable content portions. Players only need to edit specific parts rather than composing entire messages, maintaining semantic accuracy while improving efficiency.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system performs preliminary action by providing pre-configured message templates with common communication patterns already established. Players build upon these templates rather than starting from scratch, significantly reducing editing time while maintaining expression accuracy.

Inventive Principle:
Principle #10Preliminary action

3Measurement precision

If player objects edit and send messages through typing control, then the accuracy of semantic expression is improved, but the hardware resource utilization deteriorates

Engineering Contradiction:
Improveaccuracy of semantic expressionVSAvoidhardware resource utilization
Core Design Contradiction:
Measurement precisionVSUse of energy by moving object

Solution Approach 1:

The system performs preliminary action by pre-configuring message templates with common communication patterns. This reduces the computational and hardware resources required for message composition, as players only need to modify specific portions rather than process entire message structures.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS20240388548A1Message processing method and apparatus, electronic device, storage medium, and program product
Publication Date: 2024.11.21 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20240388548A1 patent drawing
  • US20240388548A1 patent drawing
  • US20240388548A1 patent drawing

AI summary

This application discloses a message processing method and apparatus, an electronic device, a storage medium, and a program product. The method comprises: causing to be displayed, by a first terminal device, a message control in a first screen of a first player object in a virtual scene, the message control being configured for editing a message that comprises a quick reply control, the quick reply control being configured for a quick reply to the message; and transmitting, in response to a transmission instruction for an edited message that has been edited by the first player object using the message control, the edited message to a second terminal device associated with a second player object, wherein the edited message comprises the quick reply control when displayed on the second terminal device displaying a second screen matching the first screen, and wherein a reply message is generated using the quick reply control when the second player object triggers the quick reply control.