WO2019119975A1 - 信息输入的方法及装置 - Google Patents

信息输入的方法及装置 Download PDF

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Publication number
WO2019119975A1
WO2019119975A1 PCT/CN2018/112526 CN2018112526W WO2019119975A1 WO 2019119975 A1 WO2019119975 A1 WO 2019119975A1 CN 2018112526 W CN2018112526 W CN 2018112526W WO 2019119975 A1 WO2019119975 A1 WO 2019119975A1
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Prior art keywords
virtual button
input
virtual
information
button
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PCT/CN2018/112526
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English (en)
French (fr)
Inventor
柳林东
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阿里巴巴集团控股有限公司
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Publication of WO2019119975A1 publication Critical patent/WO2019119975A1/zh

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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0487Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
    • G06F3/04886Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures by partitioning the display area of the touch-screen or the surface of the digitising tablet into independently controllable areas, e.g. virtual keyboards or menus

Definitions

  • the present application relates to the field of information technology, and in particular, to a method and an apparatus for inputting information.
  • the VR helmet can project a virtual keyboard and a cursor in front of the user, and the user can select the information to be input on the virtual keyboard by moving the cursor.
  • the virtual keyboard is displayed on the smart TV, and the user controls the cursor to move on the virtual keyboard through the remote control button, selects the information to be input, and the like.
  • the operation when inputting information through the virtual keyboard can be divided into two steps of moving and selecting two steps, that is, moving the cursor to a virtual button, and selecting to input information corresponding to the virtual button.
  • FIG. 1a The dotted line shown in FIG. 1a is a moving track of the circular cursor on the virtual keyboard, each transparent circle represents the historical position of the cursor, and the opaque circle represents the current position of the cursor.
  • FIG. 1a The dotted line shown in FIG. 1a is a moving track of the circular cursor on the virtual keyboard, each transparent circle represents the historical position of the cursor, and the opaque circle represents the current position of the cursor.
  • the shape of the cursor is adaptive to the boundary shape of the virtual button to which it is attached, that is, the closed mark displayed on the outer edge of the virtual key, and the cursor can only move between the virtual keys step by step.
  • each arrow indicates the direction in which the cursor moves
  • the closed mark of the solid line indicates the current position of the cursor
  • the closed mark of the dotted line indicates the historical position of the cursor.
  • the selection operation is generally set in advance.
  • the information corresponding to the virtual button at the position of the cursor is input.
  • Common selections include: click, pause, swipe, and more.
  • a button of a controller eg, mouse, handle, etc.
  • it is detected that the cursor has stayed for more than the preset time after moving to the virtual button it is determined that the user has performed the selection operation.
  • the embodiment of the present specification provides a method and device for inputting information, which is used to solve the existing method of inputting information through a virtual keyboard, and the user needs to frequently move the cursor to select a virtual button, so that the information input efficiency is low.
  • the virtual button corresponding to the information corresponds to a selection rule, and the information is input when the operation of the virtual button corresponds to the selection rule of the virtual button;
  • An information input device the different information corresponding to different virtual keys on the virtual keyboard, the device comprising:
  • Determining a module determining information that has been input, wherein, for each input information, the virtual button corresponding to the information corresponds to a selection rule, where the information is input when the operation of the virtual button conforms to the selection rule of the virtual button of;
  • a prediction module determining, according to the input information and a preset algorithm, an input probability of each virtual button on the virtual keyboard
  • the adjusting module adjusts a selection rule of the virtual button according to the input probability of the virtual button for at least one virtual button, to determine whether to input the virtual according to the adjusted selection rule of the virtual button and the operation of the virtual button by the user The information corresponding to the button.
  • An information input device wherein different information corresponds to different virtual keys on a virtual keyboard
  • the information input device includes: one or more processors and a memory, the memory stores a program, and is configured to be configured by one or more The processor performs the following steps:
  • the virtual button corresponding to the information corresponds to a selection rule, and the information is input when the operation of the virtual button corresponds to the selection rule of the virtual button;
  • the input information is first determined by using the input information to determine the input probability of each virtual button on the virtual keyboard, and then For at least one virtual button, the selection rule of the virtual button is adjusted according to the input probability of the virtual button. Therefore, by adjusting the selection rule of the virtual button, the information corresponding to the virtual button with higher input probability is easier to input, thereby enabling the user to input information more quickly and improve the efficiency of information input.
  • FIG. 1a and 1b are schematic views of a conventional cursor movement mode
  • Figure 3 is a schematic diagram of user input characters provided by the present specification.
  • FIGS. 4a and 4b are schematic diagrams showing changes in virtual button area according to an embodiment of the present disclosure.
  • FIG. 5 is a schematic structural diagram of an information input apparatus according to an embodiment of the present disclosure.
  • FIG. 6 is a schematic structural diagram of an information input device according to an embodiment of the present disclosure.
  • FIG. 2 is a process of information input provided by an embodiment of the present invention, which may specifically include the following steps:
  • the information input process is equally applicable to a scenario in which information is input through a virtual keyboard. That is, the user may first input a virtual button on the virtual keyboard by moving the cursor, and then select the virtual button by operation to input information corresponding to the virtual button. That is, the process of inputting information by the user through two steps.
  • Each virtual button on the virtual keyboard can correspond to different information.
  • the virtual keyboard can be displayed through a VR terminal, an AR terminal, a smart terminal, a personal computer, a mobile phone, a tablet computer, and the like.
  • the user can control the movement of the cursor by operating the above device or a third party device that establishes a communication connection with the above device.
  • this specification does not limit the specific device input information and how to control the cursor movement.
  • the manner in which the above device displays the virtual keyboard is not limited in this specification (eg, through on-screen display, through projection display, etc.).
  • the virtual keyboard is displayed by the screen of the VR helmet, and the up and down rotation of the user's head can be sensed by the sensor of the VR helmet itself, thereby allowing the user to control the movement of the cursor by rotating the head.
  • the user can control the movement of the cursor through a controller that establishes a communication connection with the VR helmet.
  • the controller can be a somatosensory controller, a handle, a mouse, and the like.
  • the user displays a virtual keyboard through the screen of the personal computer, and controls the movement of the cursor by moving the mouse, and the like.
  • the virtual keyboard is displayed by the VR helmet, and the VR helmet determines the position of the cursor by monitoring the rotation of the user's head as an example for subsequent description, and the device for performing the information input process may be VR helmet.
  • the VR helmet may first determine information that has been input through the virtual keyboard to determine the operations of subsequent steps.
  • the method for inputting information may be: when it is monitored that the user performs an operation for any virtual button, according to the selection rule of the virtual button, it is determined whether the user's operation satisfies the selection rule, and if so, input The information corresponding to the virtual button, if not entered otherwise.
  • the selection rules can be set as needed, and are not limited in this specification.
  • the selection rule is to select the information corresponding to the virtual button when the duration of the operation performed by the user on the virtual button exceeds the selection duration of the virtual button.
  • the VR helmet can first determine whether the cursor position corresponds to a virtual button, and if so, when the cursor hovering time exceeds the selection time of the virtual button, Enter the information corresponding to the virtual button, if not input, as shown in Figure 3.
  • FIG. 3 is a schematic diagram of the user input characters provided in the present specification, wherein the broken line indicates the trajectory of the user moving the cursor by rotating the head, and the solid line indicates the position where the cursor hovers.
  • the visible light target is hovered on the virtual button "I”, and when the cursor hover exceeds the selection duration of the virtual button, the VR helmet inputs the information "I” corresponding to the virtual button, wherein around the virtual button "I”
  • the progress bar with an arrow indicates the duration of the hover. When the progress bar with an arrow bypasses the virtual button for one week, it indicates that the hover time exceeds the selected duration.
  • the selection rule is such that the duration of the operation of the virtual button exceeds the selection duration of the virtual button
  • the information corresponding to the virtual button is input as an example for description.
  • the information corresponding to each virtual button on the virtual keyboard may be a character, an instruction, or the like, and each virtual button has a preset boundary. Moreover, when the cursor is located within the boundary of a virtual button, the selection duration of the virtual button can be determined, so as to determine whether to input according to the duration of the user's control cursor hovering on the virtual button and the selection duration of the virtual button.
  • the information corresponding to the virtual button may be a character, an instruction, or the like, and each virtual button has a preset boundary.
  • the selection duration of the virtual button can be determined, so as to determine whether to input according to the duration of the user's control cursor hovering on the virtual button and the selection duration of the virtual button.
  • the cursor can be hovered when the cursor enters the boundary of a virtual button.
  • the cursor movement rate is less than the preset rate, the cursor is hovered and the like, which is not limited in this specification.
  • the present specification it is not limited to determine whether there is a virtual button at the position of the cursor, and whether the hover duration of the cursor exceeds the order of the selection duration. For example, if the basic duration is set in advance, after determining that the cursor hovering time exceeds the basic duration, it is determined whether the cursor position corresponds to a virtual button, and if so, whether the cursor hover length exceeds the selection duration of the virtual button, and if not , then do not judge.
  • the selection rule of each virtual button on the virtual keyboard may be preset, and the selection rules of each virtual button may not be completely consistent.
  • the selection rule is that the duration of the operation of the virtual button exceeds the selection duration of the virtual button
  • the selection duration of the delete button may be longer to prevent the user from deleting the input information by mistake.
  • the purpose of the input information is not limited. For example, a user enters an account and password through a VR helmet, or a user enters a web address in a browser through a VR helmet, and the like.
  • S102 Determine an input probability of each virtual button on the virtual keyboard according to the input information and a preset algorithm.
  • the VR helmet may further determine an input probability of each virtual button according to a preset algorithm, so that subsequent steps may adjust a selection rule of each virtual button, so that the user inputs information more. Convenient.
  • the VR helmet can calculate an input probability of each virtual button on the virtual keyboard according to the input information and a preset algorithm.
  • the preset algorithm may be obtained by using a machine learning method, or may be an existing prediction algorithm, which is not limited in this specification.
  • the virtual information may be further determined according to the information input in the history of the user.
  • the input probability of the button since different users have different input habits, different common words, and the like, when determining the input probability of each virtual button, the virtual information may be further determined according to the information input in the history of the user. The input probability of the button.
  • the user's historical input information may also be acquired, and according to the user's historical input information and/or the input information, a predetermined algorithm is used to determine each The input probability of the virtual button.
  • the historical input information of the user may include: words, words, letter combinations, and the like that the user has entered in history.
  • the user's common words and idioms may also change over time, when the user's historical input information is acquired, the user's historical input information may be acquired within a set period of time (eg, within six months). The preset time period can be set as needed, and the specification is not limited.
  • S104 Adjust the selection rule of the virtual button according to the input probability of the virtual button for the at least one virtual button.
  • the VR helmet may also adjust the selection rule of the virtual button according to the input probability of the virtual button for the at least one virtual button. For example, at least one virtual button may be determined according to an input probability of each virtual button, and the selected duration of the determined virtual button may be reduced.
  • the VR helmet may determine a virtual button that reduces the selected duration from each virtual button according to a preset probability threshold or quantity. Specifically, the VR helmet can select the virtual button according to the preset number according to the input probability of each virtual button from high to low, and reduce the selection duration of each selected virtual button. Therefore, the information corresponding to the virtual key with a higher input probability is more easily input.
  • the input probability of individual virtual buttons may be much higher than other virtual buttons, and the input probabilities of other virtual buttons are not much different, as shown in Table 1.
  • the VR helmet may further select at least one virtual button whose input probability is higher than the probability threshold from each virtual button according to a preset probability threshold, and reduce the selection duration of the selected virtual button.
  • the above two methods may be used alone or in combination, and the description is not limited.
  • the virtual button with the highest input probability may be selected to adjust the selection duration, or the selection duration of the virtual button may not be adjusted.
  • the VR helmet can reduce the selection duration corresponding to the selected virtual button according to the fixed step size. For example, if the fixed step size is 1 second and the selection duration is 2 seconds, for the virtual button for adjusting the selected duration, the cursor only needs to hover for 1 second on the virtual button to input the information corresponding to the virtual button.
  • the input probabilities of the virtual keys determined in step S102 may not be completely the same, when the selection duration of the selected virtual keys is adjusted, the reduced selection duration may be positively correlated with the input probability of the virtual keys.
  • the VR helmet can proportionally reduce the selection duration of the virtual button according to the input probability of the virtual button. For example, assuming that the input probability of the virtual button "A" is 90%, the selection duration corresponding to the virtual button “A” can be reduced by 90%.
  • the input probability of each virtual button in the process of inputting information is predicted, and the selection rule of the virtual button with high input probability is adjusted, so that the virtual button after adjusting the selection rule is adjusted.
  • the corresponding information is easier to input, which can effectively improve the user's input efficiency.
  • the VR helmet may determine at least one virtual button according to the determined input probability of each virtual button, and increase or decrease the area of the determined virtual button. Specifically, the VR helmet can increase the area of the virtual button whose input probability is greater than the preset value on the virtual keyboard according to the input probability of each virtual button, and/or reduce the area of the virtual button on the virtual keyboard whose input probability is less than the preset value. . Among them, the preset value can be set as needed.
  • the VR helmet determines that the probability of subsequent input “R” and “G” is higher, 40% and 50% respectively, and further assumes that the preset value is 20%, which is displayed in the VR helmet.
  • the virtual keyboard can be changed from Figure 4a to Figure 4b. Among them, it can be seen that the area of the virtual button “R” and the virtual button “G” is increased. Of course, it is also possible to reduce the area of other virtual keys with an input probability of less than 20%.
  • the number of virtual keys to be increased and the amount of reduction is not limited, and may be set as needed, as long as the virtual keys with higher input probabilities are more easily selected.
  • the VR helmet is taken as an execution main body as an example.
  • the process of inputting information can also be performed by other devices.
  • the user controls the movement of the cursor between the virtual keys displayed on the smart TV through the remote control button, and selects the input information.
  • the user uses a personal computer to move between virtual buttons and a virtual button to input information.
  • the user uses the joystick of the handle to control the cursor displayed by the game console to move between virtual keys, select the input information, and the like. This specification does not specifically limit which device is the device that implements the information input method.
  • the execution bodies of the steps of the method provided in the embodiments of the present specification may all be the same device, or the method may also be performed by different devices.
  • the execution body of step S100 and step S102 may be device 1, and the execution body of step S102 may be device 2; or the execution body of step S100 may be device 1, and the execution body of step S102 and step S104 may be device 2; and many more.
  • the embodiment of the present specification further provides an information input device, as shown in FIG. 5.
  • FIG. 5 is a schematic structural diagram of an information input apparatus according to an embodiment of the present disclosure, wherein different information corresponds to different virtual keys on a virtual keyboard, and the apparatus includes:
  • the determining module 200 determines the information that has been input, wherein, for each input information, the virtual button corresponding to the information corresponds to a selection rule, where the information is when the user operates the virtual button to meet the selection rule of the virtual button. Input;
  • the prediction module 202 determines an input probability of each virtual button on the virtual keyboard according to the input information and a preset algorithm
  • the adjusting module 204 is configured to adjust a selection rule of the virtual button according to an input probability of the virtual button for at least one virtual button, to determine whether to input the virtual button according to the adjusted selection rule of the virtual button and the operation of the virtual button by the user The information corresponding to the virtual button.
  • the prediction module 202 acquires historical input information of the user, and determines an input probability of each virtual button on the virtual keyboard according to the historical input information of the user, the input information, and the preset algorithm. .
  • the selection rule is that when the duration of the operation of the virtual button exceeds the selection duration of the virtual button, the information corresponding to the virtual button is input.
  • the adjusting module 204 determines at least one virtual button according to the determined input probability of each virtual button, and reduces the selected duration of the determined virtual button.
  • the reduced selection duration is positively correlated with the input probability of the virtual button.
  • the device is located in a virtual reality VR device that is displayed by a virtual reality VR device.
  • the adjusting module 204 determines at least one virtual button according to the determined input probability of each virtual button, and increases or decreases the area of the determined virtual button on the virtual keyboard.
  • the present specification correspondingly provides an information input device, as shown in FIG. 6 , wherein different information corresponds to different virtual keys on a virtual keyboard, and the information input device includes: one or more A processor and a memory, the memory storing the program, and being configured to perform the following steps by one or more processors:
  • the virtual button corresponding to the information corresponds to a selection rule, and the information is input when the operation of the virtual button corresponds to the selection rule of the virtual button;
  • PLD Programmable Logic Device
  • FPGA Field Programmable Gate Array
  • HDL Hardware Description Language
  • the controller can be implemented in any suitable manner, for example, the controller can take the form of, for example, a microprocessor or processor and a computer readable medium storing computer readable program code (eg, software or firmware) executable by the (micro)processor.
  • computer readable program code eg, software or firmware
  • examples of controllers include, but are not limited to, the following microcontrollers: ARC 625D, Atmel AT91SAM, The Microchip PIC18F26K20 and the Silicone Labs C8051F320, the memory controller can also be implemented as part of the memory's control logic.
  • the controller can be logically programmed by means of logic gates, switches, ASICs, programmable logic controllers, and embedding.
  • Such a controller can therefore be considered a hardware component, and the means for implementing various functions included therein can also be considered as a structure within the hardware component.
  • a device for implementing various functions can be considered as a software module that can be both a method of implementation and a structure within a hardware component.
  • the system, device, module or unit illustrated in the above embodiments may be implemented by a computer chip or an entity, or by a product having a certain function.
  • a typical implementation device is a computer.
  • the computer can be, for example, a personal computer, a laptop computer, a cellular phone, a camera phone, a smart phone, a personal digital assistant, a media player, a navigation device, an email device, a game console, a tablet computer, a wearable device, or A combination of any of these devices.
  • embodiments of the present invention can be provided as a method, system, or computer program product. Accordingly, the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment, or a combination of software and hardware. Moreover, the invention can 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, etc.) including computer usable program code.
  • computer-usable storage media including but not limited to disk storage, CD-ROM, optical storage, etc.
  • the computer program instructions can also be stored in a computer readable memory that can direct a computer or other programmable data processing device to operate in a particular manner, such that the instructions stored in the computer readable memory produce an article of manufacture comprising the instruction device.
  • the apparatus implements the functions specified in one or more blocks of a flow or a flow and/or block diagram of the flowchart.
  • These computer program instructions can also be loaded onto a computer or other programmable data processing device such that a series of operational steps are performed on a computer or other programmable device to produce computer-implemented processing for execution on a computer or other programmable device.
  • the instructions provide steps for implementing the functions specified in one or more of the flow or in a block or blocks of a flow diagram.
  • a computing device includes one or more processors (CPUs), input/output interfaces, network interfaces, and memory.
  • processors CPUs
  • input/output interfaces network interfaces
  • memory volatile and non-volatile memory
  • the memory may include non-persistent memory, random access memory (RAM), and/or non-volatile memory in a computer readable medium, such as read only memory (ROM) or flash memory.
  • RAM random access memory
  • ROM read only memory
  • Memory is an example of a computer readable medium.
  • Computer readable media includes both permanent and non-persistent, removable and non-removable media.
  • Information storage can be implemented by any method or technology.
  • the information can be computer readable instructions, data structures, modules of programs, 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 disk read only memory (CD-ROM), digital versatile disk (DVD) or other optical storage, Magnetic tape cartridges, magnetic tape storage or other magnetic storage devices or any other non-transportable media can be used to store information that can be accessed by a computing device.
  • computer readable media does not include temporary storage of computer readable media, such as modulated data signals and carrier waves.
  • embodiments of the present application can be provided as a method, system, or computer program product.
  • the application can take the form of an entirely hardware embodiment, an entirely software embodiment or a combination of software and hardware.
  • the application can 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, etc.) including computer usable program code.
  • the application can be described in the general context of computer-executable instructions executed by a computer, such as a program module.
  • program modules include routines, programs, objects, components, data structures, and the like that perform particular tasks or implement particular abstract data types.
  • the present application can also be practiced in distributed computing environments where tasks are performed by remote processing devices that are connected through a communication network.
  • program modules can be located in both local and remote computer storage media including storage devices.

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  • General Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
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  • User Interface Of Digital Computer (AREA)
  • Input From Keyboards Or The Like (AREA)

Abstract

本申请公开了一种信息输入的方法及装置,不同信息对应于虚拟键盘上的不同虚拟按键,且通过各虚拟按键的选择规则以及用户对虚拟按键的操作输入,确定用户已经输入的信息,在先确定虚拟键盘上各虚拟按键的输入概率后,再针对至少一个虚拟按键,根据该虚拟按键的输入概率,调整该虚拟按键的选择规则。

Description

信息输入的方法及装置 技术领域
本申请涉及信息技术领域,尤其涉及一种信息输入的方法及装置。
背景技术
目前,随着各种智能设备的出现,以及体感控制、虚拟现实(Virtual Reality,VR)、增强现实(Augmented Reality,AR)等技术的成熟,用户在设备上输入信息的手段也不再局限于使用实体键盘和触摸屏来输入信息。
例如,用户在使用VR头盔时,VR头盔可在用户“面前”投射出虚拟键盘以及光标,而用户可通过移动光标在虚拟键盘上选择要输入的信息。或者,在智能电视上显示虚拟键盘,用户通过遥控器按键控制光标在虚拟键盘上移动,选择需要输入的信息,等等。
具体的,在通过虚拟键盘输入信息时的操作可分为移动以及选择两步,即,移动光标至某个虚拟按键上,以及选择输入该虚拟按键对应的信息这两步操作。
对于移动操作来说,通常依据光标是否可自由移动而分为两类,一类是光标可以在虚拟键盘的任一位置上自由移动,如图1a所示,另一类为光标依附与虚拟键盘的一个虚拟按键上,当移动光标时光标只能移动至相邻的另一虚拟按键上,如图1b所示。其中,图1a中所示的虚线是圆形光标在虚拟键盘上的移动轨迹,各透明的圆形表示光标的历史位置,不透明的圆形表示光标的当前位置。图1b中,光标的形状自适应于其依附的虚拟按键的边界形状,即,在虚拟按键外沿显示的封闭标记,光标只能一步一步的在各虚拟按键间移动。其中,各箭头表示光标每次移动的方向,实线的封闭标记表示该光标的当前位置,虚线的封闭标记表示光标的历史位置。
选择操作具体为何种操作通常可预先设置,当监测到用户执行选择操作时,将光标所在位置的虚拟按键对应的信息输入。常见的选择操作包括:点击、停留、滑动等等。例如,当监测到用户点击控制器(如,鼠标、手柄等)的按键时,确定用户执行选择操作,并输入信息。或者,当监测到光标在移动至虚拟按键后停留超过了预设时间,则确定用户执行了选择操作。
可见,在上述通过虚拟键盘输入信息的方法中,用户需要借助光标选择虚拟按键来输入信息。使得在通过虚拟键盘输入信息时,需要频繁的移动光标来选择虚拟按键,造成用户操作繁琐,输入信息的效率低。
发明内容
本说明书实施例提供一种信息输入的方法及装置,用于解决现有通过虚拟键盘输入信息的方法,用户需要频繁移动光标来选择虚拟按键,使得信息输入效率低的问题。
本说明书实施例采用下述技术方案:
一种信息输入的方法,不同信息对应于虚拟键盘上的不同虚拟按键,所述方法包括:
确定已输入的信息,其中,针对每个已输入的信息,该信息对应的虚拟按键对应有选择规则,该信息为当用户对该虚拟按键的操作符合该虚拟按键的选择规则时输入的;
根据所述已输入的信息以及预设的算法,确定虚拟键盘上各虚拟按键的输入概率;
针对至少一个虚拟按键,根据该虚拟按键的输入概率,调整该虚拟按键的选择规则,以根据调整后的该虚拟按键的选择规则以及用户对该虚拟按键的操作,确定是否输入该虚拟按键对应的信息。
一种信息输入装置,不同信息对应于虚拟键盘上的不同虚拟按键,所述装置包括:
确定模块,确定已输入的信息,其中,针对每个已输入的信息,该信息对应的虚拟按键对应有选择规则,该信息为当用户对该虚拟按键的操作符合该虚拟按键的选择规则时输入的;
预测模块,根据所述已输入的信息以及预设的算法,确定虚拟键盘上各虚拟按键的输入概率;
调整模块,针对至少一个虚拟按键,根据该虚拟按键的输入概率,调整该虚拟按键的选择规则,以根据调整后的该虚拟按键的选择规则以及用户对该虚拟按键的操作,确定是否输入该虚拟按键对应的信息。
一种信息输入设备,其中,不同信息对应于虚拟键盘上的不同虚拟按键,所述信息输入设备包括:一个或多个处理器及存储器,存储器存储有程序,并且被配置成由一个或多个处理器执行以下步骤:
确定已输入的信息,其中,针对每个已输入的信息,该信息对应的虚拟按键对应有选择规则,该信息为当用户对该虚拟按键的操作符合该虚拟按键的选择规则时输入的;
根据所述已输入的信息以及预设的算法,确定虚拟键盘上各虚拟按键的输入概率;
针对至少一个虚拟按键,根据该虚拟按键的输入概率,调整该虚拟按键的选择规则,以根据调整后的该虚拟按键的选择规则以及用户对该虚拟按键的操作,确定是否输入该虚拟按键对应的信息。
本说明书实施例采用的上述至少一个技术方案能够达到以下有益效果:
通过本说明书提供的方法及装置,在根据用户在虚拟按键的操作以及虚拟按键的选择规则,来确定是否输入信息时,先利用已输入的信息,确定虚拟键盘上各虚拟按键的输入概率,再针对至少一个虚拟按键,根据该虚拟按键的输入概率,调整该虚拟按键的选择规则。从而通过调整虚拟按键的选择规则,使得输入概率较高的虚拟按键对应的信息更容易输入,进而使用户可以更快捷的输入信息,提高信息输入的效率。
附图说明
此处所说明的附图用来提供对本申请的进一步理解,构成本申请的一部分,本申请的示意性实施例及其说明用于解释本申请,并不构成对本申请的不当限定。在附图中:
图1a和1b为现有光标移动方式的示意图;
图2为本说明书实施例提供的一种信息输入的过程;
图3为本说明书提供的用户输入字符的示意图;
图4a以及4b为本说明书实施例提供的虚拟按键面积变化的示意图;
图5为本说明书实施例提供的一种信息输入装置的结构示意图;
图6为本说明书实施例提供的一种信息输入设备的结构示意图。
具体实施方式
为使本说明书的目的、技术方案和优点更加清楚,下面将结合本说明书具体实施例及相应的附图对本申请技术方案进行清楚、完整地描述。显然,所描述的实施例仅是本 申请一部分实施例,而不是全部的实施例。基于说明书中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都属于本申请保护的范围。
以下结合附图,详细说明本申请各实施例提供的技术方案。
图2为说明书实施例提供的一种信息输入的过程,具体可包括以下步骤:
S100:确定已输入的信息。
在本说明书一个或多个实施例中,该信息输入过程同样适用于通过虚拟键盘输入信息的场景。即,用户可先通过移动光标至虚拟键盘上的某个虚拟按键,再通过操作选择该虚拟按键,输入该虚拟按键对应的信息。也就是用户通过两步操作完成信息输入的过程。
其中,该虚拟键盘上的每个虚拟按键可对应不同的信息。该虚拟键盘可通过VR终端、AR终端、智能终端、个人电脑、手机、平板电脑等设备显示。并且,用户可通过操作上述设备或者与上述设备建立通信连接的第三方设备,来控制光标的移动。当然,本说明书对具体采用何种设备输入信息以及如何控制光标移动不做限定。上述设备显示虚拟键盘的方式本说明书也不做限定(如,通过屏幕显示、通过投影显示等等)。
例如,用户在使用VR头盔时,由该VR头盔的屏幕显示虚拟键盘,并可由该VR头盔自身的传感器感应用户的头部的上下左右的转动,从而使用户通过转动头部控制光标的移动。或者,用户也可以通过与该VR头盔建立通信连接的控制器控制光标的移动。其中,该控制器可以是体感控制器、手柄、鼠标等等。或者,用户在使用个人电脑时,通过个人电脑的屏幕显示虚拟键盘,并通过移动鼠标,控制光标的移动,等等。
为了方便后续描述,在本说明书中以通过VR头盔显示虚拟键盘,并由VR头盔通过监测用户头部的转动,确定光标的位置为例进行后续说明,则执行该信息输入的过程的设备可以是VR头盔。
另外,通常用户在输入信息时,先后输入的信息之间可存在一定的关联关系(如,词汇关系、语义关系等等)。例如,在汉字输入时若已输入字符“chan”,则后续输入字符“g”的输入概率远大于其他信息的输入概率。因此VR头盔在执行信息输入的过程中,可先确定已经通过虚拟键盘输入的信息,以便确定后续各步骤的操作。
具体的,在本说明书实施例中,输入信息的方法可以是,当监测到用户针对任一虚拟按键执行操作时,根据虚拟按键的选择规则,判断用户的操作是否满足该选择规则,若是则输入该虚拟按键对应的信息,若否则不输入。当然,选择规则可根据需要进行设 置,在本说明书中不限定。
例如,当用户对虚拟按键执行长按操作的操作时长超过该虚拟按键的选择时长时,输入该虚拟按键对应的信息。或者,当用户对虚拟按键执行双击操作时,输入该虚拟按键对应的信息。或者,假设选择规则为选当用户对虚拟按键执行操作的时长超过该虚拟按键的选择时长时,输入该虚拟按键对应的信息。则当VR头盔确定用户控制光标在任一虚拟按键上执行悬停操作时,VR头盔可先判断光标所在位置是否对应有虚拟按键,若是,则在光标悬停时长超过该虚拟按键的选择时长时,输入该虚拟按键对应的信息,若否则不输入,如图3所示。
图3为本说明书提供的用户输入字符的示意图,其中虚线表示用户通过转动头部控制光标移动的轨迹,实线表示光标悬停的位置。可见光标悬停在虚拟按键“I”上,并当该光标悬停时长超过该虚拟按键的选择时长后,VR头盔输入该虚拟按键对应的信息“I”,其中,围绕虚拟按键“I”周围的带箭头的进度条表示悬停时长,当带箭头的进度条绕行虚拟按键一周时,表示悬停时长超过选择时长。
为了方便描述后续说明书中,以选择规则为当对该虚拟按键执行操作的时长超过该虚拟按键的选择时长时,输入该虚拟按键对应的信息为例进行说明。
具体的,该虚拟键盘上的各虚拟按键对应的信息可以是字符、指令等等,并且每个虚拟按键具有预设的边界。并且,当光标位于某个虚拟按键的边界内时,便可确定该虚拟按键的选择时长,以便根据用户控制光标在该虚拟按键的上悬停的时长以及该虚拟按键的选择时长,判断是否输入该虚拟按键对应的信息。
另外,对于可自由移动的光标来说,在采用体感技术控制光标移动时,使光标完全静止的悬停在某一虚拟按键上的难度较高,因此为了方便用户输入信息,可根据需要对如何判断光标开始悬停进行设置。例如,可以当光标进入某个虚拟按键的边界内时,便确定该光标悬停。或者,当光标移动速率小于预设速率时,确定该光标悬停等等,本说明书对此不做限定。
进一步地,在本说明书中,不限定判断光标所在位置是否有虚拟按键,以及判断光标的悬停时长是否超过选择时长的先后顺序。例如,预先设置基本时长,当确定光标悬停时长超过该基本时长后,再判断该光标所在位置是否对应有虚拟按键,若是,则判断光标悬停时长是否超过该虚拟按键的选择时长,若否,则不判断。
需要说明的是,在本说明书中,该虚拟键盘上的每个虚拟按键的选择规则可以是预 先设置的,并且每个虚拟按键的选择规则可以不完全一致。例如,当选择规则为当对该虚拟按键执行操作的时长超过该虚拟按键的选择时长时,输入该虚拟按键对应的信息时,删除键的选择时长可以较长,以避免用户误删输入的信息。当然,对于输入的信息用于何种用途,并说明书不做限定。例如,用户通过VR头盔输入账户和密码,或者用户通过VR头盔在浏览器中输入网址等等。
S102:根据所述已输入的信息以及预设的算法,确定虚拟键盘上各虚拟按键的输入概率。
在本说明书实施例中,当确定已输入的信息之后,VR头盔还可根据预设的算法,确定各虚拟按键的输入概率,以便后续步骤可调整各虚拟按键的选择规则,使得用户输入信息更便捷。
具体的,该VR头盔可根据已输入的信息以及预设的算法,计算该虚拟键盘上的各虚拟按键的输入概率。其中,该预设的算法可以是通过机器学习的方法训练的得到的,或者是采用已有的预测算法,本说明书不做限定。
另外,由于不同用户有不完全相同的输入习惯、不完全相同的常用词等等,所以在确定各虚拟按键的输入概率时,还可进一步地根据用户的历史上输入过的信息,确定各虚拟按键的输入概率。
具体的,在本说明书中,在确定各虚拟按键的输入概率之前,还可获取用户的历史输入信息,并根据用户的历史输入信息和/或已输入的信息,通过预设的算法,确定各虚拟按键的输入概率。其中,用户的历史输入信息可包括:用户在历史上输入过的词语、单字、字母组合等等。并且,由于随着时间的推移,用户的常用词和惯用词也可能出现变化,所以在获取用户的历史输入信息时,可以获取设时间段内(如,半年内),用户的历史输入信息。其中,预设时间段可根据需要进行设置,本说明书不做限定。
S104:针对至少一个虚拟按键,根据该虚拟按键的输入概率,调整该虚拟按键的选择规则。
在本说明书中,当确定出各虚拟按键的输入概率后,该VR头盔还可针对至少一个虚拟按键,根据该虚拟按键的输入概率,调整该虚拟按键的选择规则。例如,可根据各虚拟按键的输入概率,确定至少一个虚拟按键,并减少确定出的虚拟按键的选择时长。
在本说明书中,该VR头盔可根据预设的概率阈值或者数量,从各虚拟按键中确定减少选择时长的虚拟按键。具体的,该VR头盔可根据预设的数量,按照各虚拟按键的 输入概率从高到低的顺序,选择该数量的虚拟按键,并减少选择出的各虚拟按键的选择时长。从而使输入概率较高的虚拟按键对应的信息更容易被输入。
另外,在某些情况下,可能出现个别虚拟按键的输入概率远高于其他虚拟按键,而其他虚拟按键的输入概率相差不大的情况,如表1所示。
虚拟按键 输入概率
A 90%
B 1%
C 0.5%
D 0.7%
E 0.8%
F 2%
…… ……
表1
假设在表1中虚拟按键“A”的输入概率为90%,而其余25个虚拟按键“B~Z”以及功能性虚拟按键的输入概率均在在5%以下。则若还以预设数量选择虚拟按键时,可能会导致低输入概率的虚拟按键也被选中的情况出现,容易导致输入错误信息的问题。因此,在本说明书中,该VR头盔还可按照预设的概率阈值,从各虚拟按键中选择输入概率高于该概率阈值的至少一个虚拟按键,并减少选择出的虚拟按键的选择时长。
当然,上述两种方法既可单独使用,也可组合使用,本说明书不做限定。并且,若没有虚拟按键的输入概率高于该概率阈值,则可选择输入概率最高的虚拟按键调整选择时长,或者也可不调整虚拟按键的选择时长。
进一步地,在本说明书中,该VR头盔可以按照固定步长减少选择出的虚拟按键对应的选择时长。例如,假设固定步长为1秒,选择时长为2秒,则对于调整选择时长的虚拟按键来说,光标只需在该虚拟按键上悬停1秒便可输入该虚拟按键对应的信息。
更进一步地,由于在步骤S102中确定出的各虚拟按键的输入概率可不完全相同,因此在调整选择的虚拟按键的选择时长时,减少的选择时长可以与虚拟按键的输入概率正相关。
具体的,针对每个选择出的虚拟按键,该VR头盔可按照该虚拟按键的输入概率,按比例减少该虚拟按键的选择时长。例如,假设虚拟按键“A”的输入概率为90%,则可按90%的比例减少虚拟按键“A”对应的选择时长。如,采用公式确定虚拟按键的 选择时长,其中,y为减少后的选择时长,x为减少前的选择时长,n为虚拟按键的输入概率。进一步假设虚拟按键“A”对应的选择时长为2秒,则减少后的虚拟按键“A”对应的选择时长为2s×(1-90%)=0.2s。也就是说,此时光标仅需在虚拟按键“A”上悬停0.2s便可输入“A”。
基于图2所示的信息输入过程,根据已输入的信息,预测用户在输入信息过程中各虚拟按键的输入概率,调整输入概率较高的虚拟按键的选择规则,使得调整选择规则后的虚拟按键对应的信息更容易输入,可有效提高用户的输入效率。
另外,通常在使用光标在虚拟键盘上输入时,需要使光标进入虚拟按键的边界以内,才可以执行选择操作。因此在本说明书中,为了减低输入概率高的虚拟按键的选择难度,VR头盔还可按照确定出的各虚拟按键的输入概率,确定至少一个虚拟按键,增加或减少确定出的虚拟按键的面积。具体的,VR头盔可以根据各虚拟按键的输入概率,增加输入概率大于预设值的虚拟按键在虚拟键盘上的面积,和/或减少输入概率小于预设值的虚拟按键在虚拟键盘上的面积。其中,预设值可根据需要进行设置。
例如,假设用户输入“desi”之后,VR头盔确定后续输入“R”以及“G”的概率较高,分别为40%以及50%,进一步假设预设值为20%,则VR头盔中显示的虚拟键盘可由图4a变化为图4b。其中,可见虚拟按键“R”以及虚拟按键“G”的面积增加。当然,也可减少其他输入概率小于20%的虚拟按键的面积。
在本说明书中,对于虚拟按键的面积增加多少以及减少多少不做限定,可以根据需要进行设置,只要使得输入概率较高的虚拟按键更容易被选择即可。
进一步地,在本说明书中上述实施例中是以VR头盔为执行主体为例进行说明的。当然,该信息输入的过程也可由其它设备执行。
例如,用户在使用智能电视时,通过遥控器按键控制光标在智能电视上显示的虚拟按键间移动,并选择输入的信息。或者,用户使用个人电脑,通过鼠标在虚拟按键间移动和在虚拟按键上停留,以输入信息。或者,用户使用手柄的摇杆,控制游戏主机显示的光标在虚拟按键间移动,并选择输入的信息,等等。本说明书并不具体限制实现该信息输入方法的设备为何种设备。
需要说明的是,本说明书实施例所提供方法的各步骤的执行主体均可以是同一设备,或者,该方法也由不同设备作为执行主体。比如,步骤S100和步骤S102的执行主体可以为设备1,步骤S102的执行主体可以为设备2;或者,步骤S100的执行主体可以为 设备1,步骤S102和步骤S104的执行主体可以为设备2;等等。上述对本说明书特定实施例进行了描述。其它实施例在所附权利要求书的范围内。在一些情况下,在权利要求书中记载的动作或步骤可以按照不同于实施例中的顺序来执行并且仍然可以实现期望的结果。另外,在附图中描绘的过程不一定要求示出的特定顺序或者连续顺序才能实现期望的结果。在某些实施方式中,多任务处理和并行处理也是可以的或者可能是有利的。
基于图1所示的数据审计方法,本说明书实施例还提供一种信息输入装置,如图5所示。
图5为本说明书实施例提供的一种信息输入装置的结构示意图,其中,不同信息对应于虚拟键盘上的不同虚拟按键,所述装置包括:
确定模块200,确定已输入的信息,其中,针对每个已输入的信息,该信息对应的虚拟按键对应有选择规则,该信息为当用户对该虚拟按键的操作符合该虚拟按键的选择规则时输入的;
预测模块202,根据所述已输入的信息以及预设的算法,确定虚拟键盘上各虚拟按键的输入概率;
调整模块204,针对至少一个虚拟按键,根据该虚拟按键的输入概率,调整该虚拟按键的选择规则,以根据调整后的该虚拟按键的选择规则以及用户对该虚拟按键的操作,确定是否输入该虚拟按键对应的信息。
所述预测模块202,获取所述用户的历史输入信息,根据所述用户的历史输入信息、所述已输入的信息以及所述预设的算法,确定所述虚拟键盘上各虚拟按键的输入概率。
所述选择规则为当对该虚拟按键执行操作的时长超过该虚拟按键的选择时长时,输入该虚拟按键对应的信息。
所述调整模块204,根据确定出的各虚拟按键的输入概率,确定至少一个虚拟按键,并减少确定出的虚拟按键的选择时长。
减少的选择时长与虚拟按键的输入概率正相关。
所述装置位于虚拟现实VR设备中,所述虚拟键盘通过虚拟现实VR设备显示。
所述调整模块204,根据确定出的各虚拟按键的输入概率,确定至少一个虚拟按键,增加或减少确定出的虚拟按键在所述虚拟键盘上的面积。
基于图1所述的信息输入方法,本说明书对应提供一种信息输入设备,如图6所示,其中,不同信息对应于虚拟键盘上的不同虚拟按键,所述信息输入设备包括:一个或多个处理器及存储器,存储器存储有程序,并且被配置成由一个或多个处理器执行以下步骤:
确定已输入的信息,其中,针对每个已输入的信息,该信息对应的虚拟按键对应有选择规则,该信息为当用户对该虚拟按键的操作符合该虚拟按键的选择规则时输入的;
根据所述已输入的信息以及预设的算法,确定虚拟键盘上各虚拟按键的输入概率;
针对至少一个虚拟按键,根据该虚拟按键的输入概率,调整该虚拟按键的选择规则,以根据调整后的该虚拟按键的选择规则以及用户对该虚拟按键的操作,确定是否输入该虚拟按键对应的信息。
在20世纪90年代,对于一个技术的改进可以很明显地区分是硬件上的改进(例如,对二极管、晶体管、开关等电路结构的改进)还是软件上的改进(对于方法流程的改进)。然而,随着技术的发展,当今的很多方法流程的改进已经可以视为硬件电路结构的直接改进。设计人员几乎都通过将改进的方法流程编程到硬件电路中来得到相应的硬件电路结构。因此,不能说一个方法流程的改进就不能用硬件实体模块来实现。例如,可编程逻辑器件(Programmable Logic Device,PLD)(例如现场可编程门阵列(Field Programmable Gate Array,FPGA))就是这样一种集成电路,其逻辑功能由用户对器件编程来确定。由设计人员自行编程来把一个数字***“集成”在一片PLD上,而不需要请芯片制造厂商来设计和制作专用的集成电路芯片。而且,如今,取代手工地制作集成电路芯片,这种编程也多半改用“逻辑编译器(logic compiler)”软件来实现,它与程序开发撰写时所用的软件编译器相类似,而要编译之前的原始代码也得用特定的编程语言来撰写,此称之为硬件描述语言(Hardware Description Language,HDL),而HDL也并非仅有一种,而是有许多种,如ABEL(Advanced Boolean Expression Language)、AHDL(Altera Hardware Description Language)、Confluence、CUPL(Cornell University Programming Language)、HDCal、JHDL(Java Hardware Description Language)、Lava、Lola、MyHDL、PALASM、RHDL(Ruby Hardware Description Language)等,目前最普遍使用的是VHDL(Very-High-Speed Integrated Circuit Hardware Description Language)与Verilog。本领域技术人员也应该清楚,只需要将方法流程用上述几种硬件描述语言稍作逻辑编程并编程到集成电路中,就可以很容易得到实现该逻辑方法流程的硬件电路。
控制器可以按任何适当的方式实现,例如,控制器可以采取例如微处理器或处理器以及存储可由该(微)处理器执行的计算机可读程序代码(例如软件或固件)的计算机可读介质、逻辑门、开关、专用集成电路(Application Specific Integrated Circuit,ASIC)、可编程逻辑控制器和嵌入微控制器的形式,控制器的例子包括但不限于以下微控制器:ARC 625D、Atmel AT91SAM、Microchip PIC18F26K20以及Silicone Labs C8051F320,存储器控制器还可以被实现为存储器的控制逻辑的一部分。本领域技术人员也知道,除了以纯计算机可读程序代码方式实现控制器以外,完全可以通过将方法步骤进行逻辑编程来使得控制器以逻辑门、开关、专用集成电路、可编程逻辑控制器和嵌入微控制器等的形式来实现相同功能。因此这种控制器可以被认为是一种硬件部件,而对其内包括的用于实现各种功能的装置也可以视为硬件部件内的结构。或者甚至,可以将用于实现各种功能的装置视为既可以是实现方法的软件模块又可以是硬件部件内的结构。
上述实施例阐明的***、装置、模块或单元,具体可以由计算机芯片或实体实现,或者由具有某种功能的产品来实现。一种典型的实现设备为计算机。具体的,计算机例如可以为个人计算机、膝上型计算机、蜂窝电话、相机电话、智能电话、个人数字助理、媒体播放器、导航设备、电子邮件设备、游戏控制台、平板计算机、可穿戴设备或者这些设备中的任何设备的组合。
为了描述的方便,描述以上装置时以功能分为各种单元分别描述。当然,在实施本申请时可以把各单元的功能在同一个或多个软件和/或硬件中实现。
本领域内的技术人员应明白,本发明的实施例可提供为方法、***、或计算机程序产品。因此,本发明可采用完全硬件实施例、完全软件实施例、或结合软件和硬件方面的实施例的形式。而且,本发明可采用在一个或多个其中包含有计算机可用程序代码的计算机可用存储介质(包括但不限于磁盘存储器、CD-ROM、光学存储器等)上实施的计算机程序产品的形式。
本发明是参照根据本发明实施例的方法、设备(***)、和计算机程序产品的流程图和/或方框图来描述的。应理解可由计算机程序指令实现流程图和/或方框图中的每一流程和/或方框、以及流程图和/或方框图中的流程和/或方框的结合。可提供这些计算机程序指令到通用计算机、专用计算机、嵌入式处理机或其他可编程数据处理设备的处理器以产生一个机器,使得通过计算机或其他可编程数据处理设备的处理器执行的指令产生用于实现在流程图一个流程或多个流程和/或方框图一个方框或多个方框中指定的功能的装置。
这些计算机程序指令也可存储在能引导计算机或其他可编程数据处理设备以特定方式工作的计算机可读存储器中,使得存储在该计算机可读存储器中的指令产生包括指令装置的制造品,该指令装置实现在流程图一个流程或多个流程和/或方框图一个方框或多个方框中指定的功能。
这些计算机程序指令也可装载到计算机或其他可编程数据处理设备上,使得在计算机或其他可编程设备上执行一系列操作步骤以产生计算机实现的处理,从而在计算机或其他可编程设备上执行的指令提供用于实现在流程图一个流程或多个流程和/或方框图一个方框或多个方框中指定的功能的步骤。
在一个典型的配置中,计算设备包括一个或多个处理器(CPU)、输入/输出接口、网络接口和内存。
内存可能包括计算机可读介质中的非永久性存储器,随机存取存储器(RAM)和/或非易失性内存等形式,如只读存储器(ROM)或闪存(flash RAM)。内存是计算机可读介质的示例。
计算机可读介质包括永久性和非永久性、可移动和非可移动媒体可以由任何方法或技术来实现信息存储。信息可以是计算机可读指令、数据结构、程序的模块或其他数据。计算机的存储介质的例子包括,但不限于相变内存(PRAM)、静态随机存取存储器(SRAM)、动态随机存取存储器(DRAM)、其他类型的随机存取存储器(RAM)、只读存储器(ROM)、电可擦除可编程只读存储器(EEPROM)、快闪记忆体或其他内存技术、只读光盘只读存储器(CD-ROM)、数字多功能光盘(DVD)或其他光学存储、磁盒式磁带,磁带磁磁盘存储或其他磁性存储设备或任何其他非传输介质,可用于存储可以被计算设备访问的信息。按照本文中的界定,计算机可读介质不包括暂存电脑可读媒体(transitory media),如调制的数据信号和载波。
还需要说明的是,术语“包括”、“包含”或者其任何其他变体意在涵盖非排他性的包含,从而使得包括一系列要素的过程、方法、商品或者设备不仅包括那些要素,而且还包括没有明确列出的其他要素,或者是还包括为这种过程、方法、商品或者设备所固有的要素。在没有更多限制的情况下,由语句“包括一个……”限定的要素,并不排除在包括所述要素的过程、方法、商品或者设备中还存在另外的相同要素。
本领域技术人员应明白,本申请的实施例可提供为方法、***或计算机程序产品。因此,本申请可采用完全硬件实施例、完全软件实施例或结合软件和硬件方面的实施例 的形式。而且,本申请可采用在一个或多个其中包含有计算机可用程序代码的计算机可用存储介质(包括但不限于磁盘存储器、CD-ROM、光学存储器等)上实施的计算机程序产品的形式。
本申请可以在由计算机执行的计算机可执行指令的一般上下文中描述,例如程序模块。一般地,程序模块包括执行特定任务或实现特定抽象数据类型的例程、程序、对象、组件、数据结构等等。也可以在分布式计算环境中实践本申请,在这些分布式计算环境中,由通过通信网络而被连接的远程处理设备来执行任务。在分布式计算环境中,程序模块可以位于包括存储设备在内的本地和远程计算机存储介质中。
本说明书中的各个实施例均采用递进的方式描述,各个实施例之间相同相似的部分互相参见即可,每个实施例重点说明的都是与其他实施例的不同之处。尤其,对于***实施例而言,由于其基本相似于方法实施例,所以描述的比较简单,相关之处参见方法实施例的部分说明即可。
以上所述仅为本申请的实施例而已,并不用于限制本申请。对于本领域技术人员来说,本申请可以有各种更改和变化。凡在本申请的精神和原理之内所作的任何修改、等同替换、改进等,均应包含在本申请的权利要求范围之内。

Claims (15)

  1. 一种信息输入的方法,不同信息对应于虚拟键盘上的不同虚拟按键,所述方法包括:
    确定已输入的信息,其中,针对每个已输入的信息,该信息对应的虚拟按键对应有选择规则,该信息为当用户对该虚拟按键的操作符合该虚拟按键的选择规则时输入的;
    根据所述已输入的信息以及预设的算法,确定虚拟键盘上各虚拟按键的输入概率;
    针对至少一个虚拟按键,根据该虚拟按键的输入概率,调整该虚拟按键的选择规则,以根据调整后的该虚拟按键的选择规则以及用户对该虚拟按键的操作,确定是否输入该虚拟按键对应的信息。
  2. 如权利要求1所述的方法,根据所述已输入的信息以及预设的算法,确定所述虚拟键盘上各虚拟按键的输入概率,具体包括:
    获取所述用户的历史输入信息;
    根据所述用户的历史输入信息、所述已输入的信息以及所述预设的算法,确定所述虚拟键盘上各虚拟按键的输入概率。
  3. 如权利要求1所述的方法,所述选择规则为当对该虚拟按键执行操作的时长超过该虚拟按键的选择时长时,输入该虚拟按键对应的信息。
  4. 如权利要求3所述的方法,针对至少一个虚拟按键,根据该虚拟按键的输入概率,调整该虚拟按键的选择规则,具体包括:
    根据确定出的各虚拟按键的输入概率,确定至少一个虚拟按键,并减少确定出的虚拟按键的选择时长。
  5. 如权利要求4所述的方法,减少的选择时长与虚拟按键的输入概率正相关。
  6. 如权利要求1所述的方法,所述虚拟键盘通过虚拟现实VR设备显示。
  7. 如权利要求1或6所述的方法,确定虚拟键盘上各虚拟按键的输入概率之后,所述方法还包括:
    根据确定出的各虚拟按键的输入概率,确定至少一个虚拟按键,增加或减少确定出的虚拟按键在所述虚拟键盘上的面积。
  8. 一种信息输入装置,不同信息对应于虚拟键盘上的不同虚拟按键,所述装置包括:
    确定模块,确定已输入的信息,其中,针对每个已输入的信息,该信息对应的虚拟按键对应有选择规则,该信息为当用户对该虚拟按键的操作符合该虚拟按键的选择规则 时输入的;
    预测模块,根据所述已输入的信息以及预设的算法,确定虚拟键盘上各虚拟按键的输入概率;
    调整模块,针对至少一个虚拟按键,根据该虚拟按键的输入概率,调整该虚拟按键的选择规则,以根据调整后的该虚拟按键的选择规则以及用户对该虚拟按键的操作,确定是否输入该虚拟按键对应的信息。
  9. 如权利要求8所述的装置,所述预测模块,获取所述用户的历史输入信息,根据所述用户的历史输入信息、所述已输入的信息以及所述预设的算法,确定所述虚拟键盘上各虚拟按键的输入概率。
  10. 如权利要求8所述的装置,所述选择规则为当对该虚拟按键执行操作的时长超过该虚拟按键的选择时长时,输入该虚拟按键对应的信息。
  11. 如权利要求10所述的装置,所述调整模块,根据确定出的各虚拟按键的输入概率,确定至少一个虚拟按键,并减少确定出的虚拟按键的选择时长。
  12. 如权利要求11所述的装置,减少的选择时长与虚拟按键的输入概率正相关。
  13. 如权利要求8所述的装置,所述装置位于虚拟现实VR设备中,所述虚拟键盘通过虚拟现实VR设备显示。
  14. 如权利要求8或13所述的装置,所述调整模块,根据确定出的各虚拟按键的输入概率,确定至少一个虚拟按键,增加或减少确定出的虚拟按键在所述虚拟键盘上的面积。
  15. 一种信息输入设备,其中,不同信息对应于虚拟键盘上的不同虚拟按键,所述信息输入设备包括:一个或多个处理器及存储器,存储器存储有程序,并且被配置成由一个或多个处理器执行以下步骤:
    确定已输入的信息,其中,针对每个已输入的信息,该信息对应的虚拟按键对应有选择规则,该信息为当用户对该虚拟按键的操作符合该虚拟按键的选择规则时输入的;
    根据所述已输入的信息以及预设的算法,确定虚拟键盘上各虚拟按键的输入概率;
    针对至少一个虚拟按键,根据该虚拟按键的输入概率,调整该虚拟按键的选择规则,以根据调整后的该虚拟按键的选择规则以及用户对该虚拟按键的操作,确定是否输入该虚拟按键对应的信息。
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