CN107360440B - Deep interaction system and interaction method based on game process introduced into live stream - Google Patents

Deep interaction system and interaction method based on game process introduced into live stream Download PDF

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CN107360440B
CN107360440B CN201710458307.XA CN201710458307A CN107360440B CN 107360440 B CN107360440 B CN 107360440B CN 201710458307 A CN201710458307 A CN 201710458307A CN 107360440 B CN107360440 B CN 107360440B
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game
thread
value
data
video
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CN107360440A (en
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王清华
边恒智
张晨
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Beijing Mico World Technology Co ltd
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Beijing Mico World Technology Co ltd
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/21Server components or server architectures
    • H04N21/218Source of audio or video content, e.g. local disk arrays
    • H04N21/2187Live feed
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/4302Content synchronisation processes, e.g. decoder synchronisation
    • H04N21/4307Synchronising the rendering of multiple content streams or additional data on devices, e.g. synchronisation of audio on a mobile phone with the video output on the TV screen
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/431Generation of visual interfaces for content selection or interaction; Content or additional data rendering
    • H04N21/4312Generation of visual interfaces for content selection or interaction; Content or additional data rendering involving specific graphical features, e.g. screen layout, special fonts or colors, blinking icons, highlights or animations
    • H04N21/4316Generation of visual interfaces for content selection or interaction; Content or additional data rendering involving specific graphical features, e.g. screen layout, special fonts or colors, blinking icons, highlights or animations for displaying supplemental content in a region of the screen, e.g. an advertisement in a separate window
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/45Management operations performed by the client for facilitating the reception of or the interaction with the content or administrating data related to the end-user or to the client device itself, e.g. learning user preferences for recommending movies, resolving scheduling conflicts
    • H04N21/454Content or additional data filtering, e.g. blocking advertisements
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4781Games
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4788Supplemental services, e.g. displaying phone caller identification, shopping application communicating with other users, e.g. chatting
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/60Network structure or processes for video distribution between server and client or between remote clients; Control signalling between clients, server and network components; Transmission of management data between server and client, e.g. sending from server to client commands for recording incoming content stream; Communication details between server and client 
    • H04N21/63Control signaling related to video distribution between client, server and network components; Network processes for video distribution between server and clients or between remote clients, e.g. transmitting basic layer and enhancement layers over different transmission paths, setting up a peer-to-peer communication via Internet between remote STB's; Communication protocols; Addressing
    • H04N21/647Control signaling between network components and server or clients; Network processes for video distribution between server and clients, e.g. controlling the quality of the video stream, by dropping packets, protecting content from unauthorised alteration within the network, monitoring of network load, bridging between two different networks, e.g. between IP and wireless
    • H04N21/64723Monitoring of network processes or resources, e.g. monitoring of network load

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Databases & Information Systems (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Computer Security & Cryptography (AREA)
  • General Engineering & Computer Science (AREA)
  • Business, Economics & Management (AREA)
  • Marketing (AREA)
  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The invention discloses a deep interaction system and an interaction method based on game process introduced in live streaming, wherein the system comprises the following steps: video thread control module, game thread control module, thread synchronous management module, wherein thread synchronous management module includes: the device comprises an interval value definition unit, a trigger value definition unit, a data conversion interface and a judgment unit. The invention enables the anchor of the live video to realize that a game interface is started in a suspension mode on the live interface in the process of pushing (live) the video, and the anchor controls the game process in control modes such as sound and the like. The user can see the process of game interaction of the anchor while watching the live broadcast. More interest is added to the live broadcast process, and more modes are provided for interaction between the anchor and the user.

Description

Deep interaction system and interaction method based on game process introduced into live stream
Technical Field
The invention relates to the technical field of mobile network live broadcast interaction, in particular to a deep interaction system and an interaction method based on the introduction of a game process in a live broadcast stream.
Background
Wireless technology is developed day by day, the development of 4G networks greatly surpasses the process that people imagine, and today, networks become one of the essential tools in people's lives. Due to the rapid development of the network, video and audio pictures and other APPs which depend on the network are rapidly red and huge, wherein the development is most rapid, and the products which are most concerned by people are live broadcast products.
In less than one year, the online number of pure direct broadcast products exceeds 100. Live broadcast entries have all been opened for all large portal websites mobile APPs, video APPs, and social APPs. 2016, it was said to be a direct broadcast of Yuan years. The year 2017 is the most competitive year of the direct seeding products.
In a strong competitive environment, each live broadcast product makes a respective optimization scheme on the product,
chinese patent document CN: 106162369A discloses a method, a device and a system for realizing interaction in a virtual scene. The method is that the anchor user terminal collects the anchor user image and the anchor user skeleton action data in the current live broadcast room, and sending to a server, wherein the appointed audience user terminal collects the appointed audience user image and the appointed audience user skeleton action data in the live broadcast room, and sends to the server for issuing, each of the plurality of audience user terminals and the anchor user terminal respectively displays an anchor user image and a designated audience user image in a virtual scene displayed in a current display interface of the live broadcast room, in the display process, whether the skeletal motion data of the anchor user and the skeletal motion data of the appointed audience user meet an appointed motion mode is judged, when the bone motion data of the anchor user and the bone motion data of the appointed audience user meet the appointed motion mode, corresponding events are triggered, and a live broadcast interaction mode is increased.
Chinese patent document CN: 102752667B discloses a multi-stream streaming media live broadcast interactive system and a live broadcast interactive method, the system includes a publishing terminal module for sending multi-stream streaming media data and receiving and sending interactive information, a live broadcast service module for supporting multi-stream streaming media live broadcast, an interactive service module for supporting interaction, a management service module for channel information management and a client terminal module for users to watch live broadcast and receive and send interactive information, the publishing terminal module and the client terminal module are all distributed and connected with the management service module, the live broadcast service module and the interactive service module. The live broadcast interaction method based on the system can be widely applied to more than three multi-stream streaming media live broadcasts, and meets the requirements of applications in real-time classrooms, real-time conferences and real-time forums.
However, the method completely introduces a game process into the live video stream, and then interacts with the audience on the basis of the game process, so that the two processes are synchronously performed and are independent from each other, and the method is not popularized yet.
Disclosure of Invention
The invention aims to provide a deep interaction system and an interaction method which can be used on mobile equipment and are based on the introduction of a game process in a live stream, aiming at the defects in the prior art.
In order to achieve the purpose, the invention adopts the technical scheme that: a deep interaction system based on game progress introduced in live streaming comprises:
the video thread control module is used for controlling the video thread to work independently and processing the live broadcast stream pushing logic;
the game thread control module is used for controlling the independent work of the game thread;
a thread synchronous management module for controlling the synchronous transmission of sound and picture when the video thread and the game thread work simultaneously,
the thread synchronization management module comprises: the interval value definition unit is used for self-defining the effective numerical value interval; the trigger value definition unit is used for self-defining a trigger value for triggering the game action; the data conversion interface is used for collecting data generated by the hardware equipment and converting the data into data which can be identified by a system; and the judging unit is used for judging whether the data input by the data conversion interface is an effective numerical value or not and judging whether the effective numerical value is a trigger value or not.
Further, the video thread control module and the game thread control module are two modules which perform respective thread management independently.
Based on the system, the application method scheme of the invention is as follows: the deep interaction method for introducing the game progress based on the live streaming comprises the following steps:
s01, starting video live broadcast, and starting a video thread to process live broadcast flow logic;
s02, starting a game thread on a video live broadcast interface, and introducing the loading of the game interface and the configuration of a scene;
s03, collecting operation data of the anchor user and performing data conversion;
s04, judging whether the data fall into an effective numerical value interval in the system: if the data is not in the effective numerical value interval, illegal data is obtained, the system refuses transmission, and if the data is legal data in the effective numerical value interval, trigger value judgment is carried out;
s05, judging whether the legal data is larger than a trigger value of a system for triggering game actions: if not, the game action is not triggered, and if the value is larger than the trigger value, the game action is triggered.
Further, in step S02, the game interface is introduced in a floating manner in the video live interface.
Further, step S03 includes the anchor user operation data including the audio data information of the anchor user collected by the system through the hardware device.
Further, the data conversion in step S03 includes converting the collected sound data information of the anchor user into a decibel value.
The invention has the advantages that:
1. the invention manages the video thread and the game thread by designing a thread synchronization mechanism, so that the two threads can synchronously carry out mutual noninterference under the condition that the two threads work independently, the product experience is smoother, and the sound and the picture are not separated.
2. The method and the system realize perfect fusion of the live broadcast stream pushing process and the game process, realize cooperation, achieve the purpose of deep interaction between the anchor and the user, increase the interestingness of live video broadcast, improve the experience of audience watching live video broadcast, and provide an interesting mode of interaction between the live broadcast and the user.
Drawings
For a more complete understanding of the objects, features and advantages of the present invention, reference is now made to the following detailed description of the preferred embodiments of the invention, taken in conjunction with the accompanying drawings, in which:
FIG. 1 is a block diagram of the framework of the system of the present invention;
FIG. 2 is a flow chart of the steps of the method of the present invention;
FIG. 3 is a flowchart illustrating operation of the present invention.
Detailed Description
Referring to fig. 1, the present invention provides a deep interactive system for introducing a game process based on a live stream, including:
the video thread control module is used for controlling the video thread to work independently and processing the live broadcast stream pushing logic;
the game thread control module is used for controlling the independent work of the game thread;
and the thread synchronous management module is used for controlling the sound and picture synchronous transmission when the video thread and the game thread work simultaneously.
Wherein, the thread synchronization management module comprises: the interval value definition unit is used for self-defining the effective numerical value interval; the trigger value definition unit is used for self-defining a trigger value for triggering the game action; the data conversion interface is used for collecting data generated by the hardware equipment and converting the data into data which can be identified by a system; and the judging unit is used for judging whether the data input by the data conversion interface is an effective numerical value or not and judging whether the effective numerical value is a trigger value or not.
Referring to fig. 1 and fig. 2, in a specific embodiment, a user downloads the application system of the present invention from a mobile device (such as a mobile phone, a tablet or a PC, etc.), and the system is used to enable an anchor user to introduce a game thread in a live video and perform deep interaction with a spectator user.
The anchor user starts the video live broadcast, and can interact with the audience, at the moment, the system starts the video thread, and the video thread control module starts to process the live broadcast flow logic. The anchor user needs to play games while live and interact with the audience, so that the audience can see not only the dynamic state of the anchor user playing games but also the game running interface, at the moment, the anchor user opens a game button during live broadcasting, clicks the game button to trigger the starting of a game thread, and the game thread control module receives a message for displaying the game interface to complete the loading of the game interface and the configuration of a scene. And the anchor user clicks a game starting button of the game running interface, and the thread synchronous management module starts to start, so that the video thread and the game thread work independently without mutual influence. The audience user can see the video of the main play game, can also see the expression and the action of the main play, hear the sound of the main play and interact with the main play.
The method comprises the steps that an anchor user controls the action of characters in a game through sound in the live broadcast and game processes, sound collection equipment (such as a microphone and the like) on mobile equipment collects sound of the anchor, and the sound is converted into a decibel value through a data conversion interface of the system and is sent to a thread synchronization management module. The thread synchronization management module of the system comprises an interval value definition unit and a trigger value definition unit. The interval value definition unit is used for customizing a numerical value interval range which can be received by a system, and the trigger value definition unit is used for customizing a numerical value for triggering and controlling the game to run. For example, the system defines the acceptable decibel value interval as [0,160] and the game trigger value as 82. only if the decibel value of the anchor sound is within the value of the interval, the system's determining unit will determine that the sound is a valid sound and receive the corresponding data, otherwise, the sound is an invalid sound source and the system will refuse to receive and will not transmit any data. When the decibel value of the effective sound is greater than 82, the task in the game can be triggered to jump, and the higher the decibel value is, the higher the jump height of the task in the game is in the decibel value interval. The system can define the height of the character jumping in a certain decibel value interval according to game setting, for example, the height of the character jumping viewHeight 0.2+10 units when the decibel number is greater than 82; when the decibel number is greater than 98, the character jumps from viewHeight 0.2+70 units of height.
Based on the above embodiments, the technical solution of the present invention will be described in detail with reference to fig. 3 in conjunction with an operation process of a main player for obtaining a spectator through a game.
In this example, the game interface of the system is a game progress similar to a cool running, the anchor plays the role of a jumping character, the anchor can control the jumping of the game character by sound to complete the stage, during the game, the audience users can enjoy the performance of the game played by the anchor, the enjoyed prizes are determined by the audience users, and the game immediately sets a dropping mode for automatically completing enjoyed articles. Typically, the system sets the height at which the item falls in the game based on the value of the item to be enjoyed by the spectator user, and the height at which the corresponding game character jumps is related to the decibel level of the anchor sound. The change in the sound of the anchor determines the probability of getting a prize. For example, the main broadcast is live broadcast in a singing mode, the singing voice is used for controlling game characters, if a spectator user who falls down from the upper side of the screen wants to enjoy the prize, the game characters need to complete a certain jumping operation, and therefore the main broadcast needs to change different volumes and tones to sing the song, so that the live broadcast process is more interesting, and the participation of the spectator user is greatly improved. The participation of more audience users can increase the amount of the reward received by the main broadcast, which is a process beneficial to both parties.
The above description is only a preferred embodiment of the present invention, and it should be noted that, for those skilled in the art, several modifications and additions can be made without departing from the method of the present invention, and these modifications and additions should also be regarded as the protection scope of the present invention.

Claims (6)

1. A deep interactive system for introducing game progress based on live streaming, the system comprising:
the video thread control module is used for controlling the video thread to work independently and processing the live broadcast stream pushing logic;
the game thread control module is used for controlling the independent work of the game thread;
a thread synchronous management module for controlling the synchronous transmission of sound and picture when the video thread and the game thread work simultaneously,
the thread synchronization management module comprises: the interval value definition unit is used for self-defining the effective numerical value interval; the trigger value definition unit is used for self-defining a trigger value for triggering the game action; the data conversion interface is used for collecting sound data generated by hardware equipment and converting the sound data into decibel values; the judging unit is used for judging whether the data input by the data conversion interface is an effective numerical value or not and judging whether the effective numerical value is a trigger value or not;
and the reward module is used for analyzing the reward value of the game audience and sending an instruction to the game thread control module to enable the game thread to generate a reward with the difficulty consistent with the reward value.
2. The deep interaction system for introducing game process in live streaming according to claim 1, wherein the video thread control module and the game thread control module are two modules for performing respective thread management independently.
3. A deep interaction method for introducing a game process based on a live stream is characterized by comprising the following steps:
s01, starting video live broadcast, and starting a video thread to process live broadcast flow logic;
s02, starting a game thread on a video live broadcast interface, and introducing the loading of the game interface and the configuration of a scene;
s03, generating prizes with the difficulty matched with the gift value in the scene of the game interface according to the gift value enjoyed by the game audience;
s04, collecting operation data of the anchor user and performing data conversion;
s05, judging whether the data fall into an effective numerical value interval in the system: if not in the effective numerical value interval, the system refuses transmission for illegal data, if the illegal data falls into the effective numerical value interval, the system judges the trigger value for legal data:
s06, judging whether the legal data is larger than a trigger value of a system for triggering game action: if not, the game action is not triggered, and if the value is larger than the trigger value, the game action is triggered.
4. The deep interaction method based on the introduction of game progress in live streaming of claim 3, wherein in step S02, the game interface is introduced in a floating manner in a video live interface.
5. The deep interaction method for introducing game progress in live streaming according to claim 3, wherein the step S03 includes voice data information of the anchor user collected by the system through the hardware device.
6. The method as claimed in claim 5, wherein the data conversion in step S03 includes converting the collected sound data information of the anchor user into decibel value.
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CN110913237A (en) * 2019-11-28 2020-03-24 广州虎牙科技有限公司 Live broadcast control method and device, live broadcast initiating device and storage medium
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