WO2017120905A1 - 游戏进程中提醒技术的数据采集方法和头戴虚拟设备 - Google Patents

游戏进程中提醒技术的数据采集方法和头戴虚拟设备 Download PDF

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WO2017120905A1
WO2017120905A1 PCT/CN2016/071076 CN2016071076W WO2017120905A1 WO 2017120905 A1 WO2017120905 A1 WO 2017120905A1 CN 2016071076 W CN2016071076 W CN 2016071076W WO 2017120905 A1 WO2017120905 A1 WO 2017120905A1
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threshold radius
center
circle
head
person
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PCT/CN2016/071076
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French (fr)
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赵政荣
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赵政荣
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Priority to PCT/CN2016/071076 priority Critical patent/WO2017120905A1/zh
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    • GPHYSICS
    • G01MEASURING; TESTING
    • G01SRADIO DIRECTION-FINDING; RADIO NAVIGATION; DETERMINING DISTANCE OR VELOCITY BY USE OF RADIO WAVES; LOCATING OR PRESENCE-DETECTING BY USE OF THE REFLECTION OR RERADIATION OF RADIO WAVES; ANALOGOUS ARRANGEMENTS USING OTHER WAVES
    • G01S17/00Systems using the reflection or reradiation of electromagnetic waves other than radio waves, e.g. lidar systems
    • G01S17/88Lidar systems specially adapted for specific applications
    • G01S17/93Lidar systems specially adapted for specific applications for anti-collision purposes
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements

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  • the invention belongs to the field of electronic technology, and in particular relates to a data collection method and a head-mounted virtual device for reminding technology in a game process.
  • the number of invention patents applied by OPPO in 2014 was 938, while the number of invention patents of Tencent in the same period was 1,447.
  • the inventions of the two companies about 80% of the total number of invention patents related to user experience and direct user operations.
  • similar patent applications, including other companies based on user experience are also of a large order of magnitude, such as Huawei.
  • the patent application process and the post-authorization maintenance process will generate human and financial costs: such as replying to review opinions, paying license fees, etc., for core technologies (such as CDMA underlying technology) or market identification.
  • core technologies such as CDMA underlying technology
  • market identification For relatively high-tech technologies (such as sliding unlocking), the related costs are negligible, and the investment in these technologies is worthwhile, but such technologies are a minority after all, and more technologies have been verified by the market. The user's pain points or itch points cannot be touched, and the patent investment in these technologies is likely to cause cost waste.
  • the embodiment of the invention provides a data collection method for reminding technology in a game process, and aims to provide a player to play PS VR.
  • a certain threshold distance during the game it can humanize the player, and it is convenient for the manufacturer to collect the relevant technology in a timely and effective manner.
  • a data collection method for reminding technology in a game process comprising the following steps:
  • the prompt is made by wearing the virtual device's screen, and the technical usage data is sent to the data collection end preset by the manufacturer.
  • An embodiment of the present invention further provides a headset virtual device, including:
  • a recording unit for recording a preset threshold radius of the user preset and an internal threshold radius
  • a detecting unit configured to detect, by the head-mounted virtual device, whether a person or an object approaches the center of the circle within the peripheral threshold radius;
  • a determining unit wherein the input end is respectively connected to the output end of the recording unit and the output end of the detecting unit, and is configured to determine whether a distance between a person or an object within the peripheral threshold radius and the center of the circle is smaller than an internal threshold radius;
  • the input end is connected to the output end of the judging unit, and when the distance between the person or object within the peripheral threshold radius and the center of the circle is less than the internal threshold radius, the prompt is made by the screen of the wearing virtual device;
  • the technical data collection unit has an input end connected to the output end of the prompting unit, and is configured to send technical use data to a data collection end preset by the manufacturer.
  • the invention is capable of wearing a virtual device while the player is playing the game. It can humanize the person or object that is close to the outside world, so that it can promptly remind the user who is playing the game, and it can also facilitate the timely and effective collection of relevant technology by the manufacturer.
  • FIG. 1 is a schematic flowchart of a data collection method for a reminder technology in a game process according to an embodiment of the present invention
  • FIG. 2 is a schematic structural diagram of a head-mounted virtual device according to an embodiment of the present invention.
  • step S101 the user preset preset warning threshold radius and the internal threshold radius are recorded.
  • a peripheral warning radius of 2 meters is set on the virtual helmet, and an internal radius of 0.5 is set.
  • the preset radius should match the actual location. For example, a room with a radius of 2 meters, the user has set a 2.5 The radius of the perimeter of the meter is such that the radius of the actual location is less than the radius of the perimeter warning.
  • step S102 Detecting whether a person or an object approaches the center of the circle within the peripheral threshold radius with the head mounted virtual device as a center;
  • the ultrasonic detector can be installed on the virtual helmet. For example, the user sets the detection radius to 1.5. After the warning radius of the meter, when the virtual helmet is started to start the game, the ultrasonic detector starts to detect the radius of 1.5 meters in the range of the helmet as the center or the object is close to the player.
  • step S103 If not, the process proceeds to step S103, and remains unchanged; if yes, the process proceeds to step S104. Then, it is determined whether the distance between the person or object within the peripheral threshold radius and the center of the circle is less than an internal threshold radius.
  • an internal radius is determined to determine whether the distance between the current person or object and the player is less than 0.5. It is important to note that someone may prank, walk around in the scope of your detection, or other family members pass your detection range, which can interfere with the detection. Therefore, the distance of the probe designed here is to remind the player that someone or an object is close when the distance is gradually reduced to the inner radius after entering the peripheral warning range. Instead of being alerted by someone or an object passing the detection range.
  • step S105 If not, proceed to step S105 and remain unchanged; if yes, proceed to step S106.
  • the technology uses data for the user to use the data of the technology, that is, the data generated when the method completes the first few steps, the data includes the number of times the user uses the technology (eg, the first time using the technology within a certain period of time) Technology); the specific time point of using the technology; the user's related operations before and after using the technology can help the technology provider to better evaluate the market value of the technology, and better improve the technical data according to the feedback.
  • the invention is capable of wearing a virtual device while the player is playing the game. It can humanize the person or object that is close to the outside world, so that it can promptly remind the user who is playing the game, and it can also facilitate the timely and effective collection of relevant technology by the manufacturer.
  • FIG. 2 is a schematic structural diagram of a headset virtual device according to an embodiment of the present invention, where the headset virtual device includes:
  • the recording unit 21 is configured to record a preset peripheral warning threshold radius and an internal threshold radius of the user;
  • the detecting unit 22 is configured to detect, by the head wear virtual device, whether a person or an object approaches the center of the circle within the peripheral threshold radius;
  • Judging unit 23 The input end is connected to the output end of the recording unit and the output end of the detecting unit, respectively, for determining whether the distance between the person or object within the peripheral threshold radius and the center of the circle is less than an internal threshold radius;
  • Prompt unit 24 its input end and the judgment form 23 The output end of the element is connected, and when the distance between the person or object within the peripheral threshold radius and the center of the circle is less than the internal threshold radius, the prompt is made by the screen of the wearing virtual device;
  • the output connection is used to send technical usage data to the data acquisition terminal preset by the manufacturer.
  • the recording unit 21 records the preset peripheral warning threshold radius and the internal threshold radius of the user. .
  • the detecting unit 22 centers on the head-mounted virtual device to detect whether a person or an object approaches the center of the circle within the peripheral threshold radius.
  • the judging unit 23 judges whether the distance between the person or the object within the peripheral threshold radius and the center of the circle is smaller than the inner threshold radius.
  • Reminder unit 24 The distance between the person or object within the peripheral threshold radius and the center of the circle is less than the internal threshold radius, and the prompt is made by the screen of the wearing virtual device, and at the same time, the technical data collecting unit 25 Send technical usage data to the data acquisition terminal preset by the manufacturer.
  • the invention is capable of wearing a virtual device while the player is playing the game. It can humanize the person or object that is close to the outside world, so that it can promptly remind the user who is playing the game, and it can also facilitate the timely and effective collection of relevant technology by the manufacturer.

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  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Engineering & Computer Science (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Electromagnetism (AREA)
  • Radar, Positioning & Navigation (AREA)
  • Remote Sensing (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

一种游戏进程中提醒技术的数据采集方法和头戴虚拟设备,属于电子技术领域。所述方法包括:记录用户预设的***警示阈值半径以及内部阈值半径(S101);以头戴虚拟设备为圆心,探测所述***阈值半径内是否有人或物体接近所述圆心(S102);若否,则保持不变(S103);若是,则判断所述***阈值半径内的人或物体与所述圆心的距离是否小于内部阈值半径(S104);若否,则保持不变(S105);若是,则通过头戴虚拟设备的屏幕作出提示,并向厂家预设的数据采集端发送技术使用数据(S106)。上述方法使得在玩家打游戏的同时,头戴虚拟设备能够人性化的探测到外界接近的人或物体,这样就能及时的向正在玩游戏的用户做出提醒,同时也可以方便厂家及时有效的采集相关技术的使用情况。

Description

游戏进程中提醒技术的数据采集方法和头戴虚拟设备 技术领域
本发明属于 电子技术领域,尤其是涉及一种游戏进程中提醒技术的数据采集方法和头戴虚拟设备。
背景技术
现在企业申请的专利数量越来越多,而且将专利用在市场上、产品中的情形也越来越多。
根据国家知识产权的数据库显示,OPPO公司在2014年申请的发明专利数为938个,而同期的腾讯公司的发明专利数为1447个。这两家公司的发明中,有关于用户体验和用户直接操作相关的发明专利约占总数的80%左右。当然包括其他以用户体验为主的公司的类似专利申请也是具有很大的数量级,比如小米公司等。
考虑到技术使用的同时,专利的申请过程和授权后的维护过程都会产生人力、财力上的成本:如答复审查意见、缴纳授权费等,对于核心技术(如:CDMA的底层技术)或市场认同度比较高的技术(如:滑动解锁)而言,那么相关成本就可以忽略不计,对于这些技术的投入是值得的,但这类技术毕竟是少数,更多的技术经过市场验证后,其实并不能触及用户的痛点或痒点,而对这些技术的专利投入,就容易造成成本的浪费。
所以需要有一种方法能够通过实在的数据,及时评估相关技术的市场接受度或价值,同时,为了使得本人的上一个申请《 进行游戏时的提醒方法和头戴虚拟设备 》中的相关技术得到及时评估,特提出一种技术使用数据的采集/发送的方法。
技术问题
本发明实施例提供了 一种游戏进程中提醒技术的数据采集方法,目的在于提供玩家在玩 PS VR 游戏时有人或物体接近到一定阈值距离时,能人性化的提醒玩家 , 同时也方便厂家及时有效的采集相关技术的使用情况。
技术解决方案
本发明是这样实现的: 一种游戏进程中提醒技术的数据采集方法 ,包括以下步骤:
记录用户预设的***警示阈值半径以及内部阈值半径;
以头戴虚拟设备为圆心,探测所述***阈值半径内是否有人或物体接近所述圆心;
若否,则保持不变;
若是,则判断所述***阈值半径内的人或物体与所述圆心的距离是否小于内部阈值半径;
若否,则保持不变;
若是,则通过头戴虚拟设备的屏幕作出提示,并向厂家预设的数据采集端发送技术使用数据。
本发明实施例还提供了一种 头戴虚拟设备 ,包括:
记录单元,用于记录用户预设的***警示阈值半径以及内部阈值半径;
探测单元,用于以头戴虚拟设备为圆心,探测所述***阈值半径内是否有人或物体接近所述圆心;
判断单元,其输入端分别与所述记录单元的输出端以及所述探测单元的输出端连接,用于判断所述***阈值半径内的人或物体与所述圆心的距离是否小于内部阈值半径 ;
提示单元, 其输入端与所述判断单元的输出端连接,用于***阈值半径内的人或物体与所述圆心的距离小于内部阈值半径时,通过头戴虚拟设备的屏幕作出提示;
技术数据采集单元,其输入端与所述提示单元的输出端连接,用于向厂家预设的数据采集端发送技术使用数据。
有益效果
该发明能够在玩家打游戏的同时, 头戴虚拟设备 能够人性化的探测到外界接近的人或物体,这样就能及时的向正在玩游戏的用户做出提醒,同时也可以方便厂家及时有效的采集相关技术的使用情况。
附图说明
图 1 是本发明实施例提供的 一种游戏进程中提醒技术的数据采集方法 的流程示意图;
图 2 是本发明实施例提供的一种 头戴虚拟设备 的结构示意图。
本发明的实施方式
为了使本发明的目的、技术方案及优点更加清楚明白,以下结合附图及实施例,对本发明进行进一步详细说明。应当理解,此处所描述的具体实施例仅仅用以解释本发明,并不用于限定本发明。
图 1 是发明实施例提供的 一种游戏进程中提醒技术的数据采集方法 的流程示意图,为了便于说明,只示出了与本发明实施例相关的部分。
在步骤 S101 中,记录用户预设的***警示阈值半径以及内部阈值半径 。
在本实施例中 ,如 :在虚拟头盔上设置***警示半径为 2 米,同时设置一个内部半径 0.5 米,在用户预设时需要注意,预设的半径要和实际地点相匹配。如:半径 2 米的房间,用户设置了个 2.5 米的***警示半径,这样实际地点的半径就小于***警示半径。
在步骤 S102 中, 以头戴虚拟设备为圆心,探测所述***阈值半径内是否有人或物体接近所述圆心;
可以在虚拟头盔上安装上超声波探测仪来实现。如:用户在设置好探测半径为 1.5 米的警示半径后,带上虚拟头盔开始游戏时,超声波探测仪以头盔为圆心开始探测半径 1.5 米的范围是否有人或物体接近玩家。
若否,进入步骤 S103 ,则 保持不变 ;若是,进入步骤 S104 , 则判断所述***阈值半径内的人或物体与所述圆心的距离是否小于内部阈值半径。
当人或物体靠近到***警示范围 2 米时,进行判断当前人或物体与玩家的距离是否小于 0.5 的内部半径。 该处需要注意的是:有人可能会恶作剧,在你探测的范围走来走去,或是其他家庭成员路过你的探测范围,这样就会对探测形成干扰。所以这里设计的探测的距离是由进入***警示范围后距离逐渐变小到内部半径时,才提醒玩家有人或物体接近。而不是一有人或物体经过探测范围就提醒。
若否,则进入步骤 S105 , 保持不变 ;若是,则进入步骤 S106 , 通过头戴虚拟设备的屏幕作出提示 ,并向厂家预设的数据采集端发送技术使用数据 。
所述技术使用数据为用户使用该技术的数据,即所述方法走完前几个步骤时产生的数据,所述数据包括用户使用该技术的次数(如在一定时间内是第几次使用该技术);使用该技术的具体时间点;使用该技术前后用户的相关操作等有助于技术提供方更好的评价技术的市场价值,并根据所述反馈更好的改进技术的数据。
该发明能够在玩家打游戏的同时, 头戴虚拟设备 能够人性化的探测到外界接近的人或物体,这样就能及时的向正在玩游戏的用户做出提醒,同时也可以方便厂家及时有效的采集相关技术的使用情况。
图 2 是本发明实施例提供的 一种 头戴虚拟设备 的结构示意图,该 头戴虚拟设备 包括 :
记录单元 21 ,用于记录用户预设的***警示阈值半径以及内部阈值半径;
探测单元 22 ,用于以头戴虚拟设备为圆心,探测所述***阈值半径内是否有人或物体接近所述圆心;
判断单元 23 ,其输入端分别与所述记录单元的输出端以及所述探测单元的输出端连接,用于判断所述***阈值半径内的人或物体与所述圆心的距离是否小于内部阈值半径 ;
提示单元 24 , 其输入端与所述判断单 23 元的输出端连接,用于***阈值半径内的人或物体与所述圆心的距离小于内部阈值半径时,通过头戴虚拟设备的屏幕作出提示;
技术数据采集单元 25 ,其输入端与所述提示单元 24 的输出端连接,用于向厂家预设的数据采集端发送技术使用数据。
其工作原理是: 记录单元 21 记录用户预设的***警示阈值半径以及内部阈值半径 。在用户佩戴上虚拟设备正常游戏时,探测单元 22 以头戴虚拟设备为圆心,探测所述***阈值半径内是否有人或物体接近所述圆心 。当有人进入到***阈值半径时, 判断单元 23 判断所述***阈值半径内的人或物体与所述圆心的距离是否小于内部阈值半径。 提醒单元 24 ***阈值半径内的人或物体与所述圆心的距离小于内部阈值半径,通过头戴虚拟设备的屏幕作出提示,同时,技术数据采集单元 25 向厂家预设的数据采集端发送技术使用数据。
该发明能够在玩家打游戏的同时, 头戴虚拟设备 能够人性化的探测到外界接近的人或物体,这样就能及时的向正在玩游戏的用户做出提醒,同时也可以方便厂家及时有效的采集相关技术的使用情况。
以上仅为本发明的较佳实施例而已,并不用以限制本发明,凡在本发明的精神和原则之内所作的任何修改、等同替换和改进等,均应包含在本发明的保护范围之内。

Claims (2)

  1. 一种游戏进程中提醒技术的数据采集方法 , 其特征在于,所述 方法 包括如下步骤:
    记录用户预设的***警示阈值半径以及内部阈值半径;
    以头戴虚拟设备为圆心,探测所述***阈值半径内是否有人或物体接近所述圆心;
    若否,则保持不变;
    若是,则判断所述***阈值半径内的人或物体与所述圆心的距离是否小于内部阈值半径;
    若否,则保持不变;
    若是,则通过头戴虚拟设备的屏幕作出提示,并向厂家预设的数据采集端发送技术使用数据。
  2. 一种 头戴虚拟设备 ,其特征在于,所述 头戴虚拟设备 包括:
    记录单元,用于记录用户预设的***警示阈值半径以及内部阈值半径;
    探测单元,用于以头戴虚拟设备为圆心,探测所述***阈值半径内是否有人或物体接近所述圆心;
    判断单元,其输入端分别与所述记录单元的输出端以及所述探测单元的输出端连接,用于判断所述***阈值半径内的人或物体与所述圆心的距离是否小于内部阈值半径 ;
    提示单元, 其输入端与所述判断单元的输出端连接,用于***阈值半径内的人或物体与所述圆心的距离小于内部阈值半径时,通过头戴虚拟设备的屏幕作出提示;
    技术数据采集单元,其输入端与所述提示单元的输出端连接,用于向厂家预设的数据采集端发送技术使用数据。
PCT/CN2016/071076 2016-01-15 2016-01-15 游戏进程中提醒技术的数据采集方法和头戴虚拟设备 WO2017120905A1 (zh)

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