Virtual Scene Segmentation for Restricted Object Interaction
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Solution Overview
Problem
Existing virtual scene interaction technologies face challenges in providing diverse and efficient human-computer interaction, particularly when virtual objects are restricted from moving, leading to low interaction efficiency and waste of computing resources.
Innovation Solution
The proposed interaction method involves displaying a first virtual scene with a first virtual object controlled by a player, which can trigger a trap jamming operation to move a trap item along a target direction and form an impact range. If a second virtual object enters this impact range, the first virtual scene is replaced with a second virtual scene, allowing the second virtual object to perform interaction tasks within it.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a virtual object is restricted from moving in the virtual scene, then the interaction scenario becomes more complex, but the human-computer interaction efficiency decreases and computing resources are wasted
Solution Approach 1:
The system segments the virtual scene into multiple independent sub-scenes. When a virtual object is restricted in the first virtual scene, it is transferred to a second virtual scene where it can continue interacting. This segmentation allows the original scene to maintain game logic integrity while the restricted object finds alternative interaction spaces, resolving the contradiction between scenario complexity and interaction efficiency.
Solution Approach 2:
The system transitions from a single two-dimensional scene to multiple virtual scenes, adding a dimensional aspect to scene management. When a virtual object cannot move in the current scene, it is moved to another virtual scene dimension, allowing continuous interaction without blocking the original scene's game logic, thus maintaining both complexity and efficiency.
2Adaptability or versatility
If a virtual object is restricted from moving in the virtual scene, then the interaction scenario becomes more complex, but the utilization of computing communication resources decreases
Solution Approach 1:
By segmenting the virtual scene into multiple independent sub-scenes, the system can efficiently manage computing resources. When a virtual object is restricted, transferring it to another sub-scene allows the original scene to release associated computing resources while the object continues interaction in the new scene, preventing resource waste while maintaining scenario complexity.
Solution Approach 2:
The system discards the restricted virtual object from the first virtual scene and recovers the computing communication resources associated with that scene. The object is then transferred to a second virtual scene where it can continue interacting, ensuring resources are not wasted on maintaining an inactive object in the original scene while preserving interaction capabilities.
3Area of stationary object
If the first virtual scene is replaced with a second virtual scene, then the visual space for the player is expanded, but the device complexity increases
Solution Approach 1:
The system divides the virtual environment into multiple manageable sub-scenes instead of creating one large complex scene. Each sub-scene can be independently rendered and managed, expanding the visual space available to players while keeping the complexity of each individual scene manageable through modular design.
Solution Approach 2:
The system manages multiple virtual scenes as separate dimensional entities rather than expanding a single scene. This allows the player to access expanded visual space across different scenes while the system maintains each scene with manageable complexity, switching between scenes as needed without compounding complexity in a single view.
Data Source
AI summary
This application provides a virtual object interaction in a virtual scene performed by an electronic device. The method includes: displaying a first virtual scene, the first virtual scene comprising a first virtual object controlled by a first player and a second virtual object controlled by a second player; in response to a trigger operation by the first virtual object pointing in a target direction, forming a trap having an impact range at a collision position of the trap item; when the second virtual object is within the impact range of the trap in the first virtual scene, replacing the first virtual scene with a second virtual scene, wherein the second virtual scene includes the second virtual object and not the first virtual object; and displaying a process of the second virtual object being controlled by the second player to perform an interaction task in the second virtual scene.


