Virtual Skill Targeting With Cling-to-Target Joystick Control
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Solution Overview
Problem
Current joystick devices in virtual scene applications, such as multiplayer online battle arenas, struggle with inaccurate targeting and low human-computer interaction efficiency due to mechanical limitations, leading to delayed gameplay and inefficient hardware resource utilization.
Innovation Solution
A method and apparatus that utilizes a joystick device to control a skill identifier in a virtual scene, allowing it to move and cling to a target virtual object within a defined area, ensuring accurate release of virtual skills.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If a joystick device is used to control the release position or release direction of a virtual skill, then the player can control the virtual skill to act on the target, but the player cannot accurately aim at the target due to mechanical limitations
Solution Approach 1:
A camera device is introduced as an intermediary between the player and the joystick control system. The camera captures the player's hand gestures and translates them into control commands for the virtual skill release, enabling accurate aiming without relying solely on the mechanical precision of the joystick device
Solution Approach 2:
The patent replaces the purely mechanical joystick control system with a camera-based gesture recognition system. The camera captures hand movements and converts them into digital control signals, substituting the mechanical advantage system with an optical/digital system that provides higher precision
2Measurement precision
If the player executes multi-time interactive operations to achieve accurate aiming, then the player can overcome the joystick limitation, but human-computer interaction efficiency is low and game duration is delayed
Solution Approach 1:
The camera device continuously captures and processes hand gestures in advance, preparing the control commands before the player completes the aiming action. This preliminary processing reduces the number of interactive operations needed and speeds up the overall interaction process
Solution Approach 2:
The system provides real-time visual feedback through the camera display, showing the player the result of their hand gestures immediately. This feedback mechanism allows the player to adjust their gestures for more accurate aiming without needing multiple trial operations, thereby improving interaction efficiency
3Measurement precision
If multi-time interactive operations are executed for accurate aiming, then aiming accuracy can be improved, but the burden on electronic devices for processing increases and hardware resource utilization rate decreases
Solution Approach 1:
The patent replaces multiple sequential mechanical control operations with a single camera-based gesture capture operation. The camera device processes hand gestures in one continuous motion rather than requiring multiple discrete joystick inputs, reducing the total processing burden on electronic devices and improving hardware resource utilization
Data Source
AI summary
Method for controlling virtual skills in a virtual scene includes: rendering a first virtual object and a skill identifier of a virtual skill of the first virtual object in the virtual scene; controlling, in response to a moving instruction for the skill identifier, the skill identifier to move in the virtual scene, the moving instruction being triggered by a joystick device; and during a moving process of the skill identifier, when a second virtual object exists in a target area, controlling the skill identifier to cling to the second virtual object, and when the virtual skill is released in a process of the skill identifier clinging to the second virtual object, controlling the virtual skill to act on the second virtual object.


