CN105204625B - Safety protection method and device in reality-virtualizing game - Google Patents
Safety protection method and device in reality-virtualizing game Download PDFInfo
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Abstract
The disclosure is directed to the safety protection method and device in a kind of reality-virtualizing game, the position of the object in coverage by obtaining camera, the physical characteristic information of user, user needs the limb action carried out and user in the initial position of the initial time of preset time in preset time, then, according to each limb action of the user in preset time, initial position and physical characteristic information, determine moving range of the user when carrying out each limb action, the further position of the object according to user in moving range and coverage when carrying out each limb action, determine whether object of the user when performing each limb action and in coverage can collide, if it can collide, then send prompt message.By sending prompt message to user, user can be avoided to collide with the object in coverage.
Description
Technical Field
The present disclosure relates to the field of Virtual Reality (VR), and in particular, to a method and an apparatus for security protection in a Virtual Reality game.
Background
Virtual reality is a combination of technologies including real-time three-dimensional computer graphics, wide-angle stereoscopic display, tracking of the head, eyes and hands of the observer, and haptic/haptic feedback, stereo, network transmission, voice input/output technologies, etc. With the continuous development of virtual reality technology, virtual reality technology is also widely used, for example, virtual reality games, wherein the actions of characters in the games are controlled by the physical actions of players in the virtual reality games, so that the players can be really put into the games, and better experience is brought to the players.
Disclosure of Invention
To overcome the problems in the related art, the present disclosure provides a method and an apparatus for security protection in a virtual reality game.
According to a first aspect of the embodiments of the present disclosure, there is provided a security protection method in a virtual reality game, including:
acquiring the position of an object in the shooting range of a camera and the body characteristic information of a user;
acquiring limb actions required to be performed by a user within preset time;
acquiring an initial position of a user in the shooting range, wherein the initial position is the position of the user at the starting moment of the preset time;
determining the movement range of the user during each limb action according to each limb action of the user within the preset time, the initial position and the body characteristic information;
determining whether the user collides with the object in the shooting range when executing each limb action according to the moving range of the user when executing each limb action and the position of the object in the shooting range;
and if the user collides with an object in the shooting range when executing any limb action, sending out prompt information.
According to a second aspect of the embodiments of the present disclosure, there is provided a safety protection device in a virtual reality game, including:
a first acquisition unit configured to acquire a position of an object within a shooting range of the camera and body feature information of a user;
the second acquisition unit is configured to acquire limb actions required to be performed by a user within a preset time;
a third acquiring unit configured to acquire an initial position of the user within the shooting range, the initial position being a position of the user at a starting time of the preset time;
the determining unit is configured to determine a moving range of the user during each limb action according to each limb action of the user within the preset time, the initial position and the body characteristic information;
a collision detection unit configured to determine whether the user collides with the object in the photographing range when performing each limb action according to a movement range of the user when performing each limb action and a position of the object in the photographing range;
and the prompting unit is configured to send out prompting information when the user collides with an object in the shooting range when executing any one limb action.
According to a third aspect of the embodiments of the present disclosure, there is provided a safety protection device in a virtual reality game, including:
a memory;
a memory configured to store processor-executable instructions;
wherein the processor is configured to:
acquiring the position of an object in the shooting range of a camera and the body characteristic information of a user;
acquiring limb actions required to be performed by a user within preset time;
acquiring an initial position of a user in the shooting range, wherein the initial position is the position of the user at the starting moment of the preset time;
determining the movement range of the user during each limb action according to each limb action of the user within the preset time, the initial position and the body characteristic information;
determining whether the user collides with the object in the shooting range when executing each limb action according to the moving range of the user when executing each limb action and the position of the object in the shooting range;
and if the user collides with an object in the shooting range when executing any limb action, sending out prompt information.
The technical scheme provided by the embodiment of the disclosure can have the following beneficial effects: the method comprises the steps of obtaining the position of an object in a shooting range of a camera, body characteristic information of a user, limb actions required to be carried out by the user within preset time and the initial position of the user at the initial moment of the preset time, then determining the moving range of the user during each limb action according to each limb action, the initial position and the body characteristic information of the user within the preset time, further determining whether the user collides with the object within the shooting range during execution of each limb action according to the moving range of the user during each limb action and the position of the object within the shooting range, and if the collision happens, sending prompt information. By sending prompt information to the user, the user can be prevented from colliding with objects in the shooting range.
It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the disclosure.
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the invention and together with the description, serve to explain the principles of the invention.
FIG. 1 is a flow diagram illustrating a method of security protection in a virtual reality game, according to an example embodiment.
FIG. 2 is a flow diagram illustrating a method of securing in a virtual reality game, according to another example embodiment.
FIG. 3 is a flow diagram illustrating a method of securing in a virtual reality game, according to yet another illustrative embodiment.
Fig. 4 is a flowchart illustrating a method of securing in a virtual reality game according to yet another exemplary embodiment.
FIG. 5 is a block diagram illustrating a security device in a virtual reality game, according to an example embodiment.
FIG. 6 is a block diagram illustrating a security device in a virtual reality game, according to another exemplary embodiment.
Fig. 7 is a block diagram illustrating a safety device in a virtual reality game according to yet another exemplary embodiment.
Fig. 8 is a block diagram illustrating a safety device in a virtual reality game according to yet another exemplary embodiment.
Fig. 9 is a block diagram illustrating a safety device in a virtual reality game according to still another exemplary embodiment.
FIG. 10 is a block diagram illustrating a security device in a virtual reality game, according to an example embodiment.
FIG. 11 is a block diagram illustrating a security device in a virtual reality game, according to an example embodiment.
With the foregoing drawings in mind, certain embodiments of the disclosure have been shown and described in more detail below. These drawings and written description are not intended to limit the scope of the disclosed concepts in any way, but rather to illustrate the concepts of the disclosure to those skilled in the art by reference to specific embodiments.
Detailed Description
Reference will now be made in detail to the exemplary embodiments, examples of which are illustrated in the accompanying drawings. When the following description refers to the accompanying drawings, like numbers in different drawings represent the same or similar elements unless otherwise indicated. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present invention. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the invention, as detailed in the appended claims.
Fig. 1 is a flowchart illustrating a method for protecting safety in a virtual reality game according to an exemplary embodiment, where as shown in fig. 1, the method for protecting safety in a virtual reality game is used in a safety protection device in a virtual reality game, where the safety protection device in a virtual reality game may be specifically a television, a PC, a game machine, and the like, and the method for protecting safety in a virtual reality game includes the following steps.
In step S11, the position of an object within the shooting range of the camera and the body feature information of the user are acquired.
In this embodiment, a camera needs to be installed on the safety protection device in the virtual reality game, and the type of the camera is not limited, for example, a termite camera, a camera carried by a PC, and the like. After a user starts a virtual reality game, the camera can automatically acquire an image in a shooting range, the shot image comprises an object and a user in the shooting range, then the object and the person in the shooting range are identified according to the image, and the position of the object in the shooting range and the body characteristic information of the user are determined. Wherein the physical characteristic information of the user comprises at least one or a combination of the following information: the height of the user, the length of the legs, and the length of the arms.
In step S12, the limb movement that the user needs to perform within the preset time is acquired.
After the virtual reality game starts, the body motions of the user within a preset time may be periodically acquired according to a preset period, for example, the body motions are acquired every 5 seconds, and then the preset time is 5 seconds, after the virtual reality game starts, the body motions that the user needs to perform within 1 second to 5 seconds are acquired at 1 st second, then the body motions that the user needs to perform within 6 seconds to 10 th second are acquired at 6 th second, and so on, and the body motions of the user are acquired in units of 5 seconds.
In step S13, an initial position of the user within the shooting range is acquired, the initial position being a position of the user at a start time of a preset time.
The initial position of the user in the shooting range is obtained according to the image by acquiring the image of the user at the starting moment of the preset time, for example, the preset time is from 1 st second to fifth second, and then the initial position is the position of the user at the 1 st second.
In step S14, the movement range of the user when performing each limb movement is calculated according to each limb movement of the user within a preset time, the initial position and the body characteristic information.
After the initial position of the user is determined, the moving direction of the user can be determined according to the limb actions of the user, for example, the user wants to perform a jumping movement to the left in the first second, then the moving direction of the user can be determined as the leftward movement according to the limb actions of the user, after the moving direction is determined, a moving distance needs to be determined, and the moving distance is related to the limb actions and characteristic information of the user, for example, the size of a jumping step for an adult with the height of 1.8 m is greatly different from the size of a jumping step for a child with the height of 0.8 m, and therefore, the maximum moving distance of the user in the moving direction needs to be determined according to the limb actions and the characteristic information of the user. For example, for a jump left motion, the maximum movement distance for the user to jump left is determined based on the height and/or leg length of the user. Since the user itself also occupies a certain space and the user may have some deviation when performing a certain limb movement, for example, for a jumping movement to the left, the user is not necessarily along the right left direction, and may move a little bit forward or backward, the initial position, the moving direction and the maximum moving distance of the user need to be considered when determining the moving range, and these factors need to be considered in order to determine a more accurate and reasonable moving range, and the moving range of the user is a three-dimensional space.
In step S15, it is determined whether the user has collided with the object in the photographing range while performing each limb movement, based on the movement range of the user while performing each limb movement and the position of the object in the photographing range.
In one implementation manner, whether the moving range of the user in the first body movement is overlapped with the position of the object in the shooting range is judged, and if the moving range of the user in the first body movement is overlapped with the position of the object in the shooting range, it is determined that the user collides with the object in the shooting range in the first execution movement. Alternatively, if the movement range of the user when performing the first body motion does not overlap with the position of the object in the imaging range, it is determined that the user does not collide with the object in the imaging range when performing the first body motion. Here, the first limb movement is not particularly limited to any one limb movement, and the first limb movement is any one of limb movements that need to be performed within a predetermined time.
In step S16, if the user collides with an object in the imaging range while performing any one of the body movements, a prompt message is issued to avoid the user from colliding.
In this embodiment, the prompt message may include only text message, only voice message, or both text message and voice message. The user is prompted through the text information and the sound information that collision is possible when a certain action is executed, and the user adjusts the position of the user according to the prompt information, so that collision is avoided.
According to the safety protection method in the virtual reality game, the position of an object in the shooting range of a camera, the body characteristic information of a user, the body actions required by the user in the preset time and the initial position of the user at the starting moment of the preset time are obtained, then the moving range of the user in the process of carrying out each body action is determined according to each body action, the initial position and the body characteristic information of the user in the preset time, further, whether the user collides with the object in the shooting range when carrying out each body action is determined according to the moving range of the user in the process of carrying out each body action and the position of the object in the shooting range, and if the collision happens, prompt information is sent. By sending prompt information to the user, the user can be prevented from colliding with objects in the shooting range.
Fig. 2 is a flowchart illustrating a method for security protection in a virtual reality game according to another exemplary embodiment, and this embodiment explains in detail a manner of determining a moving range of a user when performing each limb action on the basis of the embodiment illustrated in fig. 1. As shown in fig. 2, the method for protecting safety in a virtual reality game of the present embodiment includes the following steps.
In step S201, the position of an object within the shooting range of the camera and the body feature information of the user are acquired.
In step S202, the limb movement that the user needs to perform within the preset time is acquired.
In step S203, an initial position of the user within the shooting range is acquired, the initial position being a position of the user at a start time of a preset time.
In step S204, a three-dimensional coordinate system is established with the initial position as the origin.
The direction of the X-axis of the three-dimensional coordinate system is the left side of the user, -the direction of the X-axis is the right side of the user, -the direction of the Y-axis is in front of the user, -the direction of the Y-axis is behind the user, the direction of the Z-axis is perpendicular to the ground upwards, -the direction of the Z-axis is perpendicular to the ground downwards. Or the direction of the X axis is the right side of the user, -the direction of the X axis is the left side of the user, the direction of the Y axis is the back of the user, and the direction of the-Y axis is the front of the user.
In step S205, the maximum moving distance of the user in each direction of the three-dimensional coordinate system when performing each limb action is determined according to each limb action and the body feature information.
Taking the example that the user jumps from the initial position to the left, then the maximum moving distance in the directions of the X-axis, the Y-axis, the-Y-axis, and the Z-axis of the three-dimensional coordinate system is greater than 0, and the maximum moving distance in the directions of the-X and-Z-axes is 0. The maximum moving distance in the X axis, the Y axis, the-Y axis and the Z direction is determined according to the limb action and the body characteristic information of the user.
In step S206, a cube made up of the maximum movement distances in the respective directions of the three-dimensional coordinate system when the user performs each limb movement is determined as the movement range of the user when performing each limb movement.
For each limb pass, after determining the maximum moving distance of the user in each direction of the three-dimensional coordinate system when the user performs the limb action, the maximum moving distance in each direction of the three-dimensional coordinate system forms a cube, and the space occupied by the cube is the moving range of the user when the user performs the limb action.
In step S207, it is determined whether the user collides with the object in the photographing range when performing each body motion, based on the movement range of the user when performing each body motion and the position of the object in the photographing range.
In this embodiment, the position of the object in the shooting range is also a cube formed by the space occupied by the object, so that the cube formed by the maximum moving distance of the user in each direction of the three-dimensional coordinate system when performing each body motion can be compared with the cube formed by the space occupied by the object in the shooting range, and if there is overlap between the two cubes, it is determined that the user collides with the object in the shooting range when performing a certain body motion. If there is no overlap between the two cubes, it is determined that the user does not collide with an object within the photographing range when performing a certain action.
In step S208, if the user collides with an object in the imaging range while performing any one of the body movements, a prompt message is issued.
In this embodiment, the position of an object within a shooting range of a camera, the body characteristic information of a user, the limb actions required by the user within a preset time, and the initial position of the user at the starting time of the preset time are obtained, then, a three-dimensional coordinate system is established with the initial position as an origin, the maximum moving distance of the user in each direction of the three-dimensional coordinate system when executing each limb action is determined according to each limb action and the body characteristic information, and a cube formed by the maximum moving distances of the user in each direction of the three-dimensional coordinate system when executing each limb action is determined as a moving range. And further determining whether the user collides with the object in the shooting range when executing each limb action according to the moving range of the user when executing each limb action and the position of the object in the shooting range, and if so, sending prompt information. By sending prompt information to the user, the user can be prevented from colliding with objects in the shooting range.
Fig. 3 is a flowchart illustrating a method for security protection in a virtual reality game according to yet another exemplary embodiment, and this embodiment describes in detail the acquisition of the position of an object within the shooting range of a camera and the physical characteristic information of a user on the basis of the embodiment illustrated in fig. 1. As shown in fig. 3, the method for protecting safety in a virtual reality game of the present embodiment includes the following steps.
In step S301, a game start instruction is received.
The game starting command is input by a user through an input device, for example, the user clicks a game starting button with a mouse or a finger, and after the user clicks the starting button, the safety protection device in the virtual reality game receives the game starting command.
In step S302, a camera is started to capture images of an object and a user within a shooting range according to a game start instruction.
The safety protection device in the virtual reality game can automatically start the camera after receiving a game starting instruction.
In step S303, the position and body feature information of the object within the shooting range are determined from the shot image.
In step S304, the limb movement that the user needs to perform within the preset time is acquired.
In step S305, an initial position of the user within the shooting range is acquired, the initial position being a position of the user at a start time of a preset time.
In step S306, a movement range of the user in performing each limb movement is determined according to each limb movement, the initial position and the body characteristic information of the user within a preset time.
In step S307, it is determined whether the user collides with the object in the photographing range when performing each limb movement, based on the movement range of the user when performing each limb movement and the position of the object in the photographing range.
In step S308, if the user collides with an object in the imaging range while performing any one of the body movements, a prompt message is issued.
The detailed description of steps S304-308 can refer to the detailed description of the first embodiment, and will not be repeated here.
The safety protection method in the virtual reality game of the embodiment includes receiving a game starting instruction, starting a camera to shoot an image of an object and a user in a shooting range according to the game starting instruction, determining the position of the object and the body characteristic information of the user in the shooting range according to the shot image, acquiring limb actions required to be performed in a preset time and initial positions of the user at the starting moment of the preset time, determining the moving range of the user in each limb action according to each limb action, the initial positions and the body characteristic information of the user in the preset time, further determining whether the object of the user in each limb action and the shooting range is collided or not according to the moving range of the user in each limb action and the position of the object in the shooting range, and if the object is collided, a prompt message is issued. By sending prompt information to the user, the user can be prevented from colliding with objects in the shooting range.
Fig. 4 is a flowchart illustrating a method for security protection in a virtual reality game according to yet another exemplary embodiment, where the present embodiment obtains details of body movements that a user needs to perform within a preset time based on the embodiment illustrated in fig. 1. As shown in fig. 4, the method for protecting safety in a virtual reality game of the present embodiment includes the following steps.
In step S401, the position of an object within the shooting range of the camera and the body feature information of the user are acquired.
In step S402, a game scene selection instruction is received.
After the virtual reality game is started, the game may have a plurality of game scenes, and the user needs to select the game scene first.
In step S403, a game scene corresponding to the game scene selection command is started according to the game scene selection command.
In step S404, in a game scene, a limb movement that the user needs to perform within a preset time is acquired.
In different game scenes, the body motions of the user are different, and therefore the body motions required by the user in the preset time need to be acquired according to the game scenes.
In step S405, an initial position of the user within the shooting range is acquired, the initial position being a position of the user at a start time of a preset time.
In step S406, a movement range of the user in performing each limb movement is determined according to each limb movement, the initial position and the body characteristic information of the user within a preset time.
In step S407, it is determined whether the user collides with the object in the photographing range while performing each body motion, based on the movement range of the user while performing each body motion and the position of the object in the photographing range.
In step S408, if the user collides with an object in the imaging range while performing any one of the body movements, a prompt message is issued.
The detailed descriptions of steps S401 to S408 can refer to the description related to the first embodiment, and are not repeated here.
The safety protection method in the virtual reality game of the embodiment obtains the position of an object in the shooting range of a camera and the body characteristic information of a user, receives a game scene selection instruction, starts a game scene corresponding to the game scene selection instruction according to the game scene selection instruction, obtains the limb action required to be performed by the user within a preset time and the initial position of the user at the initial moment of the preset time in the game scene, then determines the moving range of the user during performing each limb action according to each limb action, the initial position and the body characteristic information of the user within the preset time, further determines whether the object in the shooting range collides with the user during performing each limb action according to the moving range of the user during performing each limb action and the position of the object in the shooting range, if so, a prompt message is issued. By sending prompt information to the user, the user can be prevented from colliding with objects in the shooting range.
Fig. 5 is a block diagram illustrating a safety device in a virtual reality game according to an exemplary embodiment, where, as shown in fig. 5, the safety device in the virtual reality game includes: a first acquisition unit 51, a second acquisition unit 52, a third acquisition unit 53, a determination unit 54, a collision detection unit 55, and a presentation unit 56.
A first acquisition unit 51 configured to acquire a position of an object within a shooting range of the camera and body feature information of the user;
a second obtaining unit 52 configured to obtain a limb action required to be performed by the user within a preset time;
a third acquiring unit 53 configured to acquire an initial position of the user within the shooting range, the initial position being a position of the user at a start time of the preset time;
a determining unit 54 configured to determine a moving range of the user when performing each limb action according to each limb action of the user within the preset time, the initial position and the body characteristic information;
a collision detection unit 55 configured to determine whether the user collides with the object in the photographing range when performing the each limb movement, according to the movement range of the user when performing the each limb movement and the position of the object in the photographing range;
and the prompting unit 56 is configured to send out prompting information when the user collides with an object in the shooting range when executing any one limb action.
Fig. 6 is a block diagram of a safety protection device in a virtual reality game according to another exemplary embodiment, as shown in fig. 6, and on the basis of the embodiment shown in fig. 5, in this embodiment, the collision detection unit 55 includes a judgment module 551 and a collision determination module 552.
A determining module 551 configured to determine whether a moving range of a user when performing a first limb action is overlapped with a position of an object in the shooting range, where the first limb action is any one of limb actions that need to be performed within the preset time;
a collision determination module 552 configured to determine that the user may collide with the object in the shooting range when the first execution action is performed when the movement range of the user when performing the first limb action and the position of the object in the shooting range overlap; or when the moving range of the user when the user performs the first body motion does not overlap with the position of the object in the shooting range, determining that the user does not collide with the object in the shooting range when performing the first body motion.
Fig. 7 is a block diagram of a safety protection device in a virtual reality game according to another exemplary embodiment, as shown in fig. 7, on the basis of the embodiment shown in fig. 5, in this embodiment, the determining unit 54 includes: a setup module 541, a movement distance determination module 542, and a movement range determination module 553.
An establishing module 541 configured to establish a three-dimensional coordinate system with the initial position as an origin;
a movement distance determining module 542 configured to determine, according to the each limb action and the body feature information, a maximum movement distance of the user in each direction of a three-dimensional coordinate system when the user performs the each limb action;
a moving range determining module 543 configured to determine a cube formed by the maximum moving distances of the user in the directions of the three-dimensional coordinate system when the user performs the each limb action as the moving range of the user when performing the each limb action.
In this embodiment, the position of the object within the shooting range is a cube formed by a space occupied by the object.
Fig. 8 is a block diagram of a safety protection device in a virtual reality game according to still another exemplary embodiment, as shown in fig. 8, on the basis of the embodiment shown in fig. 5, in this embodiment, the first obtaining unit 51 includes: a first receiving module 511, a first starting module 512 and a first obtaining module 513.
A first receiving module 511 configured to receive a game start instruction;
a first starting module 512, configured to start the camera to shoot images of the object and the user within the shooting range according to the game starting instruction;
a first obtaining module 513 configured to determine the position of the object within the shooting range and the body feature information according to the shot image.
Fig. 9 is a block diagram of a safety protection device in a virtual reality game according to a further exemplary embodiment, as shown in fig. 9, on the basis of the embodiment shown in fig. 5, in this embodiment, the second obtaining unit 52 includes: a second receiving module 521, a second starting module 522 and a second obtaining module 523.
A second receiving module 521 configured to receive a game scene selection instruction;
a second starting module 522, configured to start a game scene corresponding to the game scene selection instruction according to the game scene selection instruction;
a second obtaining module 523, configured to obtain, in the game scene, a limb action that the user needs to perform within the preset time.
Fig. 10 is a block diagram illustrating a safety device in a virtual reality game according to an exemplary embodiment, and as shown in fig. 10, the safety device 600 in the virtual reality game includes: the memory 61 and the processor 62, and the memory 61 and the processor 62 are connected and communicate through a system bus.
A memory 61 configured as a memory storing instructions executable by the processor 62;
wherein the processor 62 is configured to:
acquiring the position of an object in the shooting range of a camera and the body characteristic information of a user;
acquiring limb actions required to be performed by a user within preset time;
acquiring an initial position of a user in the shooting range, wherein the initial position is the position of the user at the starting moment of the preset time;
determining the movement range of the user during each limb action according to each limb action of the user within the preset time, the initial position and the body characteristic information;
determining whether the user collides with the object in the shooting range when executing each limb action according to the moving range of the user when executing each limb action and the position of the object in the shooting range;
and if the user collides with an object in the shooting range when executing any limb action, sending out prompt information.
Fig. 11 is a block diagram illustrating a security device 800 in a virtual reality game, according to an example embodiment. For example, the apparatus 800 may be a mobile phone, a computer, a digital broadcast terminal, a messaging device, a personal digital assistant, and the like.
Referring to fig. 11, the apparatus 800 may include one or more of the following components: a processing component 802, a memory 804, a power component 806, a multimedia component 808, an audio component 810, an input/output (I/O) interface 812, a sensor component 814, and a communication component 816.
The processing component 802 generally controls overall operation of the device 800, such as operations associated with display, telephone calls, data communications, camera operations, and recording operations. The processing components 802 may include one or more processors 820 to execute instructions to perform all or a portion of the steps of the methods described above. Further, the processing component 802 can include one or more elements that facilitate interaction between the processing component 802 and other components. For example, the processing component 802 can include a multimedia element to facilitate interaction between the multimedia component 808 and the processing component 802.
The memory 804 is configured to store various types of data to support operation at the device 800. Examples of such data include instructions for any application or method operating on device 800, contact data, phonebook data, messages, pictures, videos, and so forth. The memory 804 may be implemented by any type or combination of volatile or non-volatile memory devices such as Static Random Access Memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic memory, flash memory, magnetic or optical disks.
Power component 806 provides power to the various components of device 800. The power components 806 may include a power management system, one or more power sources, and other components associated with generating, managing, and distributing power for the device 800.
The multimedia component 808 includes a screen that provides an output interface between the device 800 and a user. In some embodiments, the screen may include a Liquid Crystal Display (LCD) and a Touch Panel (TP). If the screen includes a touch panel, the screen may be implemented as a touch screen to receive an input signal from a user. The touch panel includes one or more touch sensors to sense touch, slide, and gestures on the touch panel. The touch sensor may not only sense the boundary of a touch or slide action, but also detect the duration and pressure associated with the touch or slide operation. In some embodiments, the multimedia component 808 includes a front facing camera and/or a rear facing camera. The front-facing camera and/or the rear-facing camera may receive external multimedia data when the device 800 is in an operating mode, such as a shooting mode or a video mode. Each front camera and rear camera may be a fixed optical lens system or have a focal length and optical zoom capability.
The audio component 810 is configured to output and/or input audio signals. For example, the audio component 810 includes a Microphone (MIC) configured to receive external audio signals when the apparatus 800 is in an operational mode, such as a call mode, a recording mode, and a voice recognition mode. The received audio signals may further be stored in the memory 804 or transmitted via the communication component 816. In some embodiments, audio component 810 also includes a speaker for outputting audio signals.
The I/O interface 812 provides an interface between the processing component 802 and peripheral interface units, which may be keyboards, click wheels, buttons, etc. These buttons may include, but are not limited to: a home button, a volume button, a start button, and a lock button.
The sensor assembly 814 includes one or more sensors for providing various aspects of state assessment for the device 800. For example, the sensor assembly 814 may detect the open/closed state of the device 800, the relative positioning of the components, such as a display and keypad of the apparatus 800, the sensor assembly 814 may also detect a change in position of the apparatus 800 or a component of the apparatus 800, the presence or absence of user contact with the apparatus 800, orientation or acceleration/deceleration of the apparatus 800, and a change in temperature of the apparatus 800. Sensor assembly 814 may include a proximity sensor configured to detect the presence of a nearby object without any physical contact. The sensor assembly 814 may also include a light sensor, such as a CMOS or CCD image sensor, for use in imaging applications. In some embodiments, the sensor assembly 814 may also include an acceleration sensor, a gyroscope sensor, a magnetic sensor, a pressure sensor, or a temperature sensor.
The communication component 816 is configured to facilitate communications between the apparatus 800 and other devices in a wired or wireless manner. The device 800 may access a wireless network based on a communication standard, such as WiFi, 2G or 3G, or a combination thereof. In an exemplary embodiment, the communication component 816 receives a broadcast signal or broadcast related information from an external broadcast management system via a broadcast channel. In an exemplary embodiment, the communication component 816 further includes a Near Field Communication (NFC) unit to facilitate short-range communications. For example, the NFC unit may be implemented based on Radio Frequency Identification (RFID) technology, infrared data association (IrDA) technology, Ultra Wideband (UWB) technology, Bluetooth (BT) technology, and other technologies.
In an exemplary embodiment, the apparatus 800 may be implemented by one or more Application Specific Integrated Circuits (ASICs), Digital Signal Processors (DSPs), Digital Signal Processing Devices (DSPDs), Programmable Logic Devices (PLDs), Field Programmable Gate Arrays (FPGAs), controllers, micro-controllers, microprocessors or other electronic components for performing the above-described methods.
In an exemplary embodiment, a non-transitory computer-readable storage medium comprising instructions, such as the memory 804 comprising instructions, executable by the processor 820 of the device 800 to perform the above-described method is also provided. For example, the non-transitory computer readable storage medium may be a ROM, a Random Access Memory (RAM), a CD-ROM, a magnetic tape, a floppy disk, an optical data storage device, and the like.
A non-transitory computer readable storage medium having instructions therein which, when executed by a processor of an apparatus 800, enable the apparatus 800 to perform a method of security protection in a virtual reality game, the method comprising:
acquiring the position of an object in the shooting range of a camera and the body characteristic information of a user;
acquiring limb actions required to be performed by a user within preset time;
acquiring an initial position of a user in the shooting range, wherein the initial position is the position of the user at the starting moment of the preset time;
determining the movement range of the user during each limb action according to each limb action of the user within the preset time, the initial position and the body characteristic information;
determining whether the user collides with the object in the shooting range when executing each limb action according to the moving range of the user when executing each limb action and the position of the object in the shooting range;
and if the user collides with an object in the shooting range when executing any limb action, sending out prompt information.
Wherein, the determining whether the user collides with the object in the shooting range when executing each action according to the moving range of the user when performing each limb action and the position of the object in the shooting range includes:
judging whether the moving range of the user during the first limb action is overlapped with the position of the object in the shooting range, wherein the first limb action is any one of the limb actions required to be carried out within the preset time;
if the moving range of the user during the first limb action is overlapped with the position of the object in the shooting range, determining that the user collides with the object in the shooting range during the first execution action; or,
and if the moving range of the user during the first limb action is not overlapped with the position of the object in the shooting range, determining that the user does not collide with the object in the shooting range during the first limb action.
Wherein, the determining the moving range of the user in each limb action according to each limb action of the user in the preset time, the initial position and the body characteristic information comprises:
establishing a three-dimensional coordinate system by taking the initial position as an origin;
determining the maximum moving distance of the user in each direction of the three-dimensional coordinate system when the user executes each limb action according to each limb action and the body characteristic information;
and determining a cube formed by the maximum moving distance of the user in each direction of the three-dimensional coordinate system when the user performs each limb action as the moving range of the user when performing each limb action.
And the position of the object in the shooting range is a cube formed by the space occupied by the object.
Wherein, the position of the object and the user's physical characteristics information in the shooting range of the acquisition camera includes:
receiving a game starting instruction;
starting the camera to shoot images of the object and the user in the shooting range according to the game starting instruction;
and determining the position of an object in the shooting range and the body characteristic information according to the shot image.
Wherein, the acquiring the limb actions required to be performed by the user within the preset time comprises:
receiving a game scene selection instruction;
starting a game scene corresponding to the game scene selection instruction according to the game scene selection instruction;
and acquiring the limb actions required to be performed by the user within the preset time in the game scene.
The prompt message is a text message and/or a sound message.
Wherein the physical characteristic information comprises at least one or a combination of the following information: the height of the user, the length of the legs, and the length of the arms.
Other embodiments of the invention will be apparent to those skilled in the art from consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of the invention following, in general, the principles of the invention and including such departures from the present disclosure as come within known or customary practice within the art to which the invention pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the invention being indicated by the following claims.
It will be understood that the invention is not limited to the precise arrangements described above and shown in the drawings and that various modifications and changes may be made without departing from the scope thereof. The scope of the invention is limited only by the appended claims.
Claims (17)
1. A safety protection method in a virtual reality game is characterized by comprising the following steps:
acquiring the position of an object in the shooting range of a camera and the body characteristic information of a user;
acquiring limb actions required to be performed by a user within preset time;
acquiring an initial position of a user in the shooting range, wherein the initial position is the position of the user at the starting moment of the preset time;
determining the movement range of the user during each limb action according to each limb action of the user within the preset time, the initial position and the body characteristic information;
determining whether the user collides with the object in the shooting range when executing each limb action according to the moving range of the user when executing each limb action and the position of the object in the shooting range;
and if the user collides with an object in the shooting range when executing any limb action, sending out prompt information.
2. The method for safety protection in a virtual reality game according to claim 1, wherein the determining whether the user collides with the object in the shooting range when performing each action according to the moving range of the user when performing each limb action and the position of the object in the shooting range comprises:
judging whether the moving range of the user during the first limb action is overlapped with the position of the object in the shooting range, wherein the first limb action is any one of the limb actions required to be carried out within the preset time;
if the moving range of the user during the first limb action is overlapped with the position of the object in the shooting range, determining that the user collides with the object in the shooting range during the first limb action; or,
and if the moving range of the user during the first limb action is not overlapped with the position of the object in the shooting range, determining that the user does not collide with the object in the shooting range during the first limb action.
3. The method for safety protection in a virtual reality game according to claim 1, wherein the determining a moving range of the user when performing each limb action according to the each limb action of the user within the preset time, the initial position and the body feature information comprises:
establishing a three-dimensional coordinate system by taking the initial position as an origin;
determining the maximum moving distance of the user in each direction of the three-dimensional coordinate system when the user executes each limb action according to each limb action and the body characteristic information;
and determining a cube formed by the maximum moving distance of the user in each direction of the three-dimensional coordinate system when the user performs each limb action as the moving range of the user when performing each limb action.
4. The method according to claim 3, wherein the position of the object in the shooting range is a cube formed by a space occupied by the object.
5. The method for safety protection in the virtual reality game according to any one of claims 1 to 4, wherein the acquiring the position of the object within the shooting range of the camera and the physical characteristic information of the user comprises:
receiving a game starting instruction;
starting the camera to shoot images of the object and the user in the shooting range according to the game starting instruction;
and determining the position of an object in the shooting range and the body characteristic information according to the shot image.
6. The method for safety protection in the virtual reality game according to any one of claims 1-4, wherein the obtaining of the body actions required by the user within the preset time comprises:
receiving a game scene selection instruction;
starting a game scene corresponding to the game scene selection instruction according to the game scene selection instruction;
and acquiring the limb actions required to be performed by the user within the preset time in the game scene.
7. A method of securing in a virtual reality game according to any one of claims 1 to 4, wherein the reminder is a text message and/or a sound message.
8. A method of security in a virtual reality game according to any one of claims 1 to 4, wherein the physical characteristic information comprises at least one or a combination of the following: the height of the user, the length of the legs, and the length of the arms.
9. A safety arrangement in a virtual reality game, comprising:
a first acquisition unit configured to acquire a position of an object within a shooting range of the camera and body feature information of a user;
the second acquisition unit is configured to acquire limb actions required to be performed by a user within a preset time;
a third acquiring unit configured to acquire an initial position of the user within the shooting range, the initial position being a position of the user at a starting time of the preset time;
the determining unit is configured to determine a moving range of the user during each limb action according to each limb action of the user within the preset time, the initial position and the body characteristic information;
a collision detection unit configured to determine whether the user collides with the object in the photographing range when performing each limb action according to a movement range of the user when performing each limb action and a position of the object in the photographing range;
and the prompting unit is configured to send out prompting information when the user collides with an object in the shooting range when executing any one limb action.
10. The safety device in a virtual reality game according to claim 9, wherein the collision detecting unit includes:
the judging module is configured to judge whether the movement range of a user in the first limb movement is overlapped with the position of an object in the shooting range, and the first limb movement is any one of the limb movements required to be performed within the preset time;
a collision determination module configured to determine that the user collides with the object in the shooting range when the first limb action is performed when the movement range of the user when the user performs the first limb action overlaps with the position of the object in the shooting range; or,
when the moving range of the user when the user performs the first limb action does not overlap with the position of the object in the shooting range, determining that the user does not collide with the object in the shooting range when performing the first limb action.
11. The safety apparatus in a virtual reality game according to claim 9, wherein the determination unit includes:
the establishing module is configured to establish a three-dimensional coordinate system by taking the initial position as an origin;
a movement distance determination module configured to determine, according to the each limb action and the body feature information, a maximum movement distance of a user in each direction of a three-dimensional coordinate system when the user performs the each limb action;
and the moving range determining module is configured to determine a cube formed by the maximum moving distances of the user in all directions of the three-dimensional coordinate system when the user performs each limb action as the moving range of the user when the user performs each limb action.
12. The safety device in a virtual reality game according to claim 11, wherein the position of the object within the shooting range is a cube formed by a space occupied by the object.
13. The safety device in a virtual reality game according to any one of claims 9-12, wherein the first obtaining unit includes:
a first receiving module configured to receive a game start instruction;
the first starting module is configured to start the camera to shoot images of the object and the user in the shooting range according to the game starting instruction;
a first acquisition module configured to determine a position of an object within the photographing range and the body feature information from the photographed image.
14. A safety arrangement in a virtual reality game according to any one of claims 9 to 12, wherein the second capturing unit comprises:
a second receiving module configured to receive a game scene selection instruction;
the second starting module is configured to start a game scene corresponding to the game scene selection instruction according to the game scene selection instruction;
and the second acquisition module is configured to acquire the limb actions required to be performed by the user within the preset time in the game scene.
15. A safety arrangement in a virtual reality game according to any one of claims 9 to 12, wherein the reminder message is a text message and/or an audio message.
16. A safety arrangement in a virtual reality game according to any one of claims 9 to 12, wherein the physical characteristics information includes at least one or a combination of the following: the height of the user, the length of the legs, and the length of the arms.
17. A safety arrangement in a virtual reality game, comprising:
a memory;
a memory configured to store processor-executable instructions;
wherein the processor is configured to:
acquiring the position of an object in the shooting range of a camera and the body characteristic information of a user;
acquiring limb actions required to be performed by a user within preset time;
acquiring an initial position of a user in the shooting range, wherein the initial position is the position of the user at the starting moment of the preset time;
determining the movement range of the user during each limb action according to each limb action of the user within the preset time, the initial position and the body characteristic information;
determining whether the user collides with the object in the shooting range when executing each limb action according to the moving range of the user when executing each limb action and the position of the object in the shooting range;
and if the user collides with an object in the shooting range when executing any limb action, sending out prompt information.
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