Virtual Character Movement Speed Control in Virtual Environments
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Solution Overview
Problem
Current virtual environment technologies simulate terrains poorly, leading to a low interaction rate for users, as they can only perceive rendering effects without experiencing real terrain characteristics.
Innovation Solution
An information processing method and apparatus that control a virtual character to enter a target region in a virtual environment, where the character sinks or moves at a lower speed, simulating the effect of terrains like swamps or quicksand on the character's movement.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If terrain is simulated only through rendering in display, then the user can see display features of the terrain, but the simulation reality of the terrain is relatively poor and the interaction rate is relatively low
Solution Approach 1:
The patent replaces traditional visual-only terrain representation with a tactile feedback system using haptic technology. The haptic device generates force feedback that simulates different terrain characteristics (e.g., roughness, softness, resistance) when the virtual character moves across different terrains, allowing users to physically feel terrain properties rather than just seeing them, thereby improving simulation reality and user interaction
Solution Approach 2:
The patent dynamically adjusts haptic feedback parameters (such as vibration frequency, amplitude, and force magnitude) based on the virtual character's movement across different terrain types. By changing these physical parameters in real-time according to terrain characteristics, the system creates realistic tactile sensations that enhance the simulation authenticity and user engagement
2Reliability
If the virtual character moves at normal speed in all terrains, then the movement is smooth and consistent, but the terrain characteristics cannot be experienced by the user
Solution Approach 1:
The patent implements dynamic movement speed adjustment where the virtual character's movement speed automatically changes based on the terrain type being traversed. For example, the character moves slower in muddy or rough terrains and faster on smooth surfaces. This dynamic speed variation, combined with corresponding haptic feedback, allows users to experience terrain characteristics while maintaining realistic movement patterns
Solution Approach 2:
The system pre-defines movement speed modifiers and haptic feedback patterns for different terrain types before the virtual character enters them. When the character approaches a terrain boundary, the system prepares the appropriate speed adjustment and tactile feedback in advance, ensuring seamless transition and immediate terrain characteristic perception upon entry
Data Source
AI summary
Embodiments of this disclosure include an information processing method. In the method, a picture of a virtual environment is displayed. The picture includes a target region located in the virtual environment where the target region is adjacent to a neighboring region in the virtual environment. In response to a first movement instruction, a virtual character is controlled to enter the target region from the neighboring region by processing circuitry of an information processing apparatus. A first movement speed of the virtual character in the neighboring region is higher than a second movement speed of the virtual character in the target region. The information processing apparatus and non-transitory computer-readable storage medium counterpart embodiments are also contemplated.


