VR game body feeling processing method and device

文档序号:1222149 发布日期:2020-09-08 浏览:24次 中文

阅读说明:本技术 Vr游戏体感处理方法和装置 (VR game body feeling processing method and device ) 是由 赵娅 田枫 刘贤梅 王志宝 刘芳 王颖 于 2020-05-20 设计创作,主要内容包括:本申请公开了VR游戏体感处理方法和装置,该方法包括:获取游戏中被玩家控制的虚拟人物收到攻击;获取所述虚拟人物在所述攻击下所收到的伤害值;将所述伤害值转换为电流强度值;使用所述电流强度值控制电极产生电流,其中,所述电极佩戴在所述玩家的身体上。通过本申请解决了相关技术中VR游戏中的玩家无法获取相应的体感的问题,使用电极通过电流刺激身体皮肤产生相应的体感,提高了玩家的游戏体验。(The application discloses a VR game body feeling processing method and device, and the method comprises the following steps: acquiring that a virtual character controlled by a player in a game receives an attack; acquiring an injury value received by the virtual character under the attack; converting the damage value into a current intensity value; controlling an electrode to generate a current using the current intensity value, wherein the electrode is worn on the body of the player. Through the application, the problem that a player in a VR game in the related art cannot acquire corresponding body feeling is solved, the electrode is used for stimulating the skin of the body to generate corresponding body feeling through current, and the game experience of the player is improved.)

1. A VR game body feeling processing method is characterized by comprising the following steps:

acquiring that a virtual character controlled by a player in a game receives an attack;

acquiring an injury value received by the virtual character under the attack;

converting the damage value into a current intensity value;

controlling an electrode to generate a current using the current intensity value, wherein the electrode is worn on the body of the player.

2. The method of claim 1, further comprising:

configuring a highest current intensity value in advance;

and judging whether the current intensity value obtained by converting the damage value exceeds the highest current intensity value or not, and if the current intensity value exceeds the highest current intensity value, reducing the converted current intensity value to the highest current intensity value.

3. The method of claim 2,

if the converted current intensity value is lower than the highest current intensity value, the current intensity value is kept unchanged.

4. The method according to any one of claims 1 to 3,

the electrodes are worn at least on a forehead portion of the player.

5. A processing apparatus is felt to VR recreation body, its characterized in that includes:

the first acquisition module is used for acquiring that a virtual character controlled by a player in a game receives an attack;

the second acquisition module is used for acquiring the damage value received by the virtual character under the attack;

the conversion module is used for converting the damage value into a current intensity value;

a generating module for controlling an electrode to generate a current using the current intensity value, wherein the electrode is worn on the body of the player.

6. The apparatus of claim 5, further comprising:

the configuration module is used for configuring the highest current intensity value in advance;

and the judging module is used for judging whether the current intensity value obtained by converting the damage value exceeds the highest current intensity value or not, and if the current intensity value exceeds the highest current intensity value, reducing the converted current intensity value to the highest current intensity value.

7. The apparatus of claim 6,

the judging module is further configured to keep the current intensity value unchanged if the converted current intensity value is lower than the highest current intensity value.

8. The apparatus according to any one of claims 5 to 7,

the electrodes are worn at least on a forehead portion of the player.

9. A memory for storing software, wherein the software is configured to perform the method of any one of claims 1 to 4.

10. A processor configured to execute software, wherein the software is configured to perform the method of any one of claims 1 to 4.

Technical Field

The application relates to the field of virtual reality, in particular to a VR game body feeling processing method and device.

Background

Virtual reality technology, although emerging in recent years, has found practical applications in a number of areas, including medical simulation surgery, military and aerospace simulation training, industrial simulation, emergency deduction, and electronic games, to name a few. Among them, there is a more important relation between the electronic game and the virtual reality technology, and the game plays a great demand traction role for the development of the virtual reality technology.

The principle of virtual reality is that a virtual world of a three-dimensional space is generated by computer simulation, so that simulation of senses such as vision, hearing and the like of a user is provided, the user can feel experience of the user in his own situation, and meanwhile, the user can freely interact with objects in the space.

However, at present, virtual reality basically provides visual and auditory simulation, and when a player plays a game, the body of the player does not obtain corresponding body feeling, which affects the game experience to a certain extent.

Disclosure of Invention

The application provides a VR game body feeling processing method and device, and aims to solve the problem that players in VR games cannot obtain corresponding body feeling in the related art.

According to an aspect of the present application, there is provided a VR game somatosensory processing method, including: acquiring that a virtual character controlled by a player in a game receives an attack; acquiring an injury value received by the virtual character under the attack; converting the damage value into a current intensity value; controlling an electrode to generate a current using the current intensity value, wherein the electrode is worn on the body of the player.

Further, the method further comprises: configuring a highest current intensity value in advance; and judging whether the current intensity value obtained by converting the damage value exceeds the highest current intensity value or not, and if the current intensity value exceeds the highest current intensity value, reducing the converted current intensity value to the highest current intensity value.

Further, if the converted current intensity value is lower than the highest current intensity value, the current intensity value is kept unchanged.

Further, the electrode is worn at least on the forehead head portion of the player.

According to another aspect of the present application, there is also provided a VR game body sensing processing apparatus including: the first acquisition module is used for acquiring that a virtual character controlled by a player in a game receives an attack; the second acquisition module is used for acquiring the damage value received by the virtual character under the attack; the conversion module is used for converting the damage value into a current intensity value; a generating module for controlling an electrode to generate a current using the current intensity value, wherein the electrode is worn on the body of the player.

Further, the apparatus further comprises: the configuration module is used for configuring the highest current intensity value in advance; and the judging module is used for judging whether the current intensity value obtained by converting the damage value exceeds the highest current intensity value or not, and if the current intensity value exceeds the highest current intensity value, reducing the converted current intensity value to the highest current intensity value.

Further, the determining module is further configured to keep the current intensity value unchanged if the converted current intensity value is lower than the highest current intensity value.

Further, the electrode is worn at least on the forehead head portion of the player.

According to another aspect of the present application, there is also provided a memory for storing software for performing the above method.

According to another aspect of the present application, there is also provided a processor for executing software, wherein the software is configured to perform the above method.

The method comprises the following steps: acquiring that a virtual character controlled by a player in a game receives an attack; acquiring an injury value received by the virtual character under the attack; converting the damage value into a current intensity value; controlling an electrode to generate a current using the current intensity value, wherein the electrode is worn on the body of the player. Through the application, the problem that a player in a VR game in the related art cannot acquire corresponding body feeling is solved, the electrode is used for stimulating the skin of the body to generate corresponding body feeling through current, and the game experience of the player is improved.

Drawings

The accompanying drawings, which are incorporated in and constitute a part of this application, illustrate embodiments of the application and, together with the description, serve to explain the application and are not intended to limit the application. In the drawings:

fig. 1 is a flowchart of a VR game somatosensory processing method provided in an embodiment of the present application.

Detailed Description

It should be noted that the embodiments and features of the embodiments in the present application may be combined with each other without conflict. The present application will be described in detail below with reference to the embodiments with reference to the attached drawings.

In order to make the technical solutions better understood by those skilled in the art, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only partial embodiments of the present application, but not all embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.

It should be noted that the terms "first," "second," and the like in the description and claims of this application and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It should be understood that the data so used may be interchanged under appropriate circumstances such that embodiments of the application described herein may be used. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.

These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing apparatus to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.

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 the flowchart flow or flows and/or block diagram block or blocks.

Computer-readable media, including both non-transitory and non-transitory, removable and non-removable media, may implement information storage by any method or technology. The information may be computer readable instructions, data structures, modules of a program, or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), Static Random Access Memory (SRAM), Dynamic Random Access Memory (DRAM), other types of Random Access Memory (RAM), Read Only Memory (ROM), Electrically Erasable Programmable Read Only Memory (EEPROM), flash memory or other memory technology, compact disc read only memory (CD-ROM), Digital Versatile Discs (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage devices, or any other non-transmission medium that can be used to store information that can be accessed by a computing device. As defined herein, a computer readable medium does not include a transitory computer readable medium such as a modulated data signal and a carrier wave.

As will be appreciated by one skilled in the art, embodiments of the present application may be provided as a method, system, or computer program product. Accordingly, the present application may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, the present application may 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, and the like) having computer-usable program code embodied therein.

In this embodiment, a VR game somatosensory processing method is provided, and fig. 1 is a flowchart of a VR game somatosensory processing method according to an embodiment of the present invention, as shown in fig. 1, the VR game somatosensory processing method includes the following steps:

step S102, acquiring that a virtual character controlled by a player in a game receives an attack;

step S104, obtaining the damage value received by the virtual character under the attack;

as an optional implementation manner, whether the virtual character dies under the attack may also be obtained, if the virtual character dies, the maximum current intensity value capable of being generated by each electrode is obtained, and the maximum current intensity value of each electrode is used to generate the current for each electrode.

Wherein, as a preferred embodiment, the current intensity of each electrode comprises ten levels by default, and the player can test the maximum tolerable current intensity level at different positions of the body before playing the game and set the maximum tolerable intensity level of the electrode at the position as the maximum tolerable intensity of the player. For example, when the player can set the electrodes on the arm, the player finds through tests that the level that can be borne on the arm is six (the first level is lightest in current intensity, and the ten level is heaviest in current intensity), and the level that can be borne by the electrodes on the forehead of the player is five, at this time, the player can set the maximum intensity levels of the electrodes corresponding to different parts as the maximum intensities that can be borne by the player.

As another preferred embodiment, the player may also configure the position of the body to which each electrode is attached via software provided by the VR utility.

Step S106, converting the damage value into a current intensity value;

as an optional embodiment, in the first mode, a percentage of the injury value to the maximum injury value that the virtual character can bear is obtained, a maximum current value corresponding to the maximum intensity level that the player configures to be able to bear by himself is obtained, and a product of the percentage and the maximum current value is used as the current intensity value in the step S106.

As another optional embodiment, in the second mode, the remaining tolerable damage value of the virtual character before the virtual character receives the attack is obtained, after the attack is received, the percentage of the damage value received by the attack to the remaining tolerable damage value is calculated, the maximum current value corresponding to the maximum intensity level that the player configures for himself/herself is obtained, and the product of the percentage and the maximum current value is used as the current intensity value in the step S106.

The two different ways of converting the damage value into the current strength value are adopted, and the method can be flexibly selected in practical application. In the two methods, the method two processing method generates more current values, and the player feels more obvious at the moment. Both of the two modes can be configured in the VR device, the type of the game is acquired when the game is running, if the type of the game is a first type of game, the first mode is used, and if the type of the game is a second type of game, the second mode is used. Wherein the first type of game may be a sports type game or the like, and the second type of game may be a combat or battle type game.

And step S108, controlling electrodes to generate current by using the current intensity value, wherein the electrodes are worn on the body of the player.

VR devices typically include a host and a helmet, or some simple VR devices may have only a helmet and no host. The electrodes may be attached to a helmet through which power is supplied. The user can configure whether to use the electrodes or not.

As a preferred embodiment, an interface may be provided for a game developer, and the interface includes current intensity levels corresponding to different injuries, so that the game developer can set the current intensity levels at different injuries in a game directly according to the interface specification.

The electrode plates are various and comprise massage electrode plates, physical therapy electrode plates, conductive electrode plates, self-adhesive electrode plates, non-woven fabric electrode plates, electrocardio electrode plates, medical electrode plates, silica gel electrode plates, heating electrode plates and the like.

The electrode slices can be divided into different electrode slices according to different standards, for example: the self-adhesive electrode slice can be divided into 1.PET self-adhesive electrode slice, 2 silica gel self-adhesive electrode slice, 3 silica gel self-adhesive electrode slice, 4 and other button self-adhesive electrode slices according to the material; the silica gel electrode sheet can be divided into a water absorbing electrode sheet, a heating electrode sheet, a conductive electrode sheet and the like according to purposes.

As a preferred embodiment, among the above-mentioned electrode pads, a heat generating electrode pad may be used in a game, the operation principle of which is: the heating electrode slice adopts a conducting strip, an insulating strip, a heating device and an electric wire (connected to the helmet) connected with the outside, a temperature sensor is arranged between the insulating strip and the conducting strip, and two ends of the temperature sensor are connected with a terminal through the electric wire; the heating electrode slice has a temperature control function, and the inner side of the heating electrode slice is provided with a heat dissipation reticulate pattern, so that local heat can be fully dissipated, and the heating electrode slice is more convenient, comfortable and safe to use. And acquiring scenes in the game, wherein if the scenes needing heating appear in the game, for example, explosion appears in the game, the scenes need heating. At this point, a command is sent to cause the electrode sheet to heat. Therefore, the game experience can be better improved.

Through the steps, the problem that a player in a VR game in the related technology cannot obtain corresponding body feeling is solved, the electrode is used for stimulating the skin of the body to generate the corresponding body feeling through current, and the game experience of the player is improved.

Preferably, the method further comprises: configuring a highest current intensity value in advance; and judging whether the current intensity value obtained by converting the damage value exceeds the highest current intensity value or not, and if the current intensity value exceeds the highest current intensity value, reducing the converted current intensity value to the highest current intensity value. If the converted current intensity value is lower than the highest current intensity value, the current intensity value is kept unchanged.

Preferably, the electrode is worn at least on a forehead portion of the player.

In this embodiment, an apparatus is further provided, where modules in the apparatus correspond to the steps of the method described above, which have already been described in the above embodiments and are not described herein again.

According to another aspect of the present application, there is also provided a VR game body sensing processing apparatus including: the first acquisition module is used for acquiring that a virtual character controlled by a player in a game receives an attack; the second acquisition module is used for acquiring the damage value received by the virtual character under the attack; the conversion module is used for converting the damage value into a current intensity value; a generating module for controlling an electrode to generate a current using the current intensity value, wherein the electrode is worn on the body of the player.

Preferably, the apparatus further comprises: the configuration module is used for configuring the highest current intensity value in advance; and the judging module is used for judging whether the current intensity value obtained by converting the damage value exceeds the highest current intensity value or not, and if the current intensity value exceeds the highest current intensity value, reducing the converted current intensity value to the highest current intensity value.

Preferably, the determining module is further configured to keep the current intensity value unchanged if the converted current intensity value is lower than the highest current intensity value.

Preferably, the electrode is worn at least on a forehead portion of the player.

In this embodiment, a memory is provided for storing software for performing the above-described method.

In this embodiment, a processor is provided for executing software for performing the above-described method.

It should be noted that the steps illustrated in the flowcharts of the figures may be performed in a computer system such as a set of computer-executable instructions and that, although a logical order is illustrated in the flowcharts, in some cases, the steps illustrated or described may be performed in an order different than presented herein.

An embodiment of the present invention provides a storage medium on which a program or software is stored, the program implementing the above method when executed by a processor. The memory may include volatile memory in a computer readable medium, Random Access Memory (RAM) and/or nonvolatile memory such as Read Only Memory (ROM) or flash memory (flash RAM), and the memory includes at least one memory chip.

The above are merely examples of the present application and are not intended to limit the present application. Various modifications and changes may occur to those skilled in the art. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application should be included in the scope of the claims of the present application.

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