CN107320957B - Game interface display method and device - Google Patents
Game interface display method and device Download PDFInfo
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- CN107320957B CN107320957B CN201710718658.XA CN201710718658A CN107320957B CN 107320957 B CN107320957 B CN 107320957B CN 201710718658 A CN201710718658 A CN 201710718658A CN 107320957 B CN107320957 B CN 107320957B
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- 238000000034 method Methods 0.000 title claims abstract description 56
- 230000000007 visual effect Effects 0.000 claims abstract description 28
- 230000008859 change Effects 0.000 claims description 23
- 238000004891 communication Methods 0.000 claims description 7
- 230000003287 optical effect Effects 0.000 description 17
- 230000008569 process Effects 0.000 description 14
- 238000010586 diagram Methods 0.000 description 7
- 230000009471 action Effects 0.000 description 3
- 230000009286 beneficial effect Effects 0.000 description 3
- 238000004590 computer program Methods 0.000 description 3
- 230000005540 biological transmission Effects 0.000 description 2
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input 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
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/011—Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/308—Details of the user interface
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8082—Virtual reality
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- General Engineering & Computer Science (AREA)
- Theoretical Computer Science (AREA)
- Optics & Photonics (AREA)
- Human Computer Interaction (AREA)
- General Physics & Mathematics (AREA)
- User Interface Of Digital Computer (AREA)
- Controls And Circuits For Display Device (AREA)
Abstract
The embodiment of the invention provides a game interface display method and a game interface display device, wherein the method comprises the following steps: acquiring visual angle information of a user; and adjusting the display position of the resident display item in the game interface according to the visual angle information, wherein the resident display item is the content fixedly displayed in the game interface. The method is used for improving the flexibility of game interface display.
Description
Technical Field
The embodiment of the invention relates to the technical field of computers, in particular to a game interface display method and device.
Background
At present, Virtual Reality (VR) games are increasingly popular, and users generally need to play VR games through VR devices, which generally include head-worn devices, such as VR glasses, VR helmets, and the like.
A resident display item is typically included in a game interface of a VR game, and is typically displayed on the top, bottom, left side, or right side of the game interface, for example, the resident display item may be a status of a player, a message sent between a current player and another player, or the like. In the prior art, in the process of a player playing a VR game, a resident display item at a certain position in a game interface fixedly displayed may block a part of a scene in a game screen, so that the view of the whole game scene presented to the user is reduced, the display mode of the game screen is rigid, and the game experience of the user is poor.
Disclosure of Invention
The embodiment of the invention provides a game interface display method and device, which improve the flexibility of game interface display.
In a first aspect, an embodiment of the present invention provides a game interface display method, which is applied to virtual reality VR equipment, and the method includes:
acquiring visual angle information of a user;
and adjusting the display position of a resident display item in the game interface according to the visual angle information, wherein the resident display item is the content fixedly displayed in the game interface.
In one possible embodiment, the perspective information includes a pitch angle and/or a yaw angle of the user.
In another possible embodiment, the adjusting the display position of the resident display item in the game interface according to the viewing angle information includes:
if the resident display item is positioned at the top and/or the bottom of the game interface, adjusting the position of the resident display item in the game interface according to the pitch angle;
and if the resident display item is positioned on the left side and/or the right side of the game interface, adjusting the position of the resident display item in the game interface according to the yaw angle.
In another possible embodiment, said adjusting the position of said resident display item in said game interface according to said pitch angle comprises:
if the pitch angle is within a first preset range, reducing the display area of the resident display item on the top and/or the bottom of the game interface according to the pitch angle.
In another possible embodiment, zooming out the display area of the resident display item at the top and/or bottom of the game interface according to the pitch angle comprises:
acquiring the pitch angle change amplitude;
and when the pitch angle change amplitude is determined to be larger than a first preset amplitude, reducing the display area of the resident display item on the top and/or the bottom of the game interface according to the pitch angle.
In another possible embodiment, said reducing the display area of said resident display item at the top and/or bottom of said game interface according to said pitch angle comprises:
if the pitch angle is larger than a first threshold value, the position of a resident display item at the bottom of the game interface is adjusted downwards, or part or all of the resident display item at the bottom of the game interface is hidden, the first preset range comprises a range larger than the first threshold value, and the first threshold value is a positive number;
if the pitch angle is smaller than a second threshold value, adjusting the position of a resident display item at the top of the game interface upwards, or hiding part or all of the resident display item at the top of the game interface, wherein the first preset range comprises a range smaller than the second threshold value, and the second threshold value is a negative number;
when the user is just opposite to the game interface, the pitch angle is 0, when the user is in a head-up state, the pitch angle is positive, and when the user is in a head-down state, the pitch angle is negative.
In another possible embodiment, said adjusting the position of said resident display item in said game interface according to said yaw angle comprises:
if the yaw angle is within a second preset range, reducing the display area of the resident display item on the left side and/or the right side of the game interface according to the yaw angle.
In another possible embodiment, said zooming out the display area of said resident display item to the left and/or right of said game interface according to said yaw angle comprises:
acquiring the variation amplitude of the yaw angle;
and when the yaw angle change amplitude is determined to be larger than a second preset amplitude, reducing the display area of the resident display item on the left side and/or the right side of the game interface according to the yaw angle.
In another possible embodiment, said reducing the display area of said resident display item on the left and/or right side of said game interface according to said yaw angle comprises:
if the yaw angle is larger than a third threshold value, the position of a resident display item on the left side of the game interface is adjusted to the left, or part or all of the resident display item on the left side of the game interface is hidden, the second preset range comprises a position larger than the third threshold value, and the third threshold value is a positive number;
if the yaw angle is smaller than a fourth threshold value, adjusting the position of a resident display item on the right side of the game interface to the right, or hiding part or all of the resident display item on the right side of the game interface, wherein the second preset range comprises a value smaller than the fourth threshold value, and the fourth threshold value is a negative number;
when the user is right opposite to the game interface, the yaw angle is 0, when the user is in a state of turning the head to the right, the yaw angle is a positive number, and when the user is in a state of turning the head to the left, the yaw angle is a negative number.
In another possible implementation, the acquiring of the view angle change information of the user includes:
and acquiring the visual angle information collected by the head-mounted equipment.
In a second aspect, an embodiment of the present invention provides a game interface display device, including an obtaining module and an adjusting module, wherein,
the acquisition module is used for acquiring the visual angle information of the user;
the adjusting module is used for adjusting the display position of a resident display item in the game interface according to the visual angle information, wherein the resident display item is the content fixedly displayed in the game interface.
In one possible embodiment, the perspective information includes a pitch angle and/or a yaw angle of the user.
In another possible embodiment, the adjusting module comprises a first adjusting unit and a second adjusting unit, wherein,
the first adjusting unit is used for adjusting the position of the resident display item in the game interface according to the pitch angle when the resident display item is positioned at the top and/or the bottom of the game interface;
the second adjusting unit is used for adjusting the position of the resident display item in the game interface according to the yaw angle when the resident display item is positioned on the left side and/or the right side of the game interface.
In another possible embodiment, the first adjusting unit is specifically configured to:
if the pitch angle is within a first preset range, reducing the display area of the resident display item on the top and/or the bottom of the game interface according to the pitch angle.
In another possible embodiment, the first adjusting unit is specifically configured to:
acquiring the pitch angle change amplitude;
and when the pitch angle change amplitude is determined to be larger than a first preset amplitude, reducing the display area of the resident display item on the top and/or the bottom of the game interface according to the pitch angle.
In another possible embodiment, the first adjusting unit is specifically configured to:
if the pitch angle is larger than a first threshold value, the position of a resident display item at the bottom of the game interface is adjusted downwards, or part or all of the resident display item at the bottom of the game interface is hidden, the first preset range comprises a range larger than the first threshold value, and the first threshold value is a positive number;
if the pitch angle is smaller than a second threshold value, adjusting the position of a resident display item at the top of the game interface upwards, or hiding part or all of the resident display item at the top of the game interface, wherein the first preset range comprises a range smaller than the second threshold value, and the second threshold value is a negative number;
when the user is just opposite to the game interface, the pitch angle is 0, when the user is in a head-up state, the pitch angle is positive, and when the user is in a head-down state, the pitch angle is negative.
In another possible embodiment, the second adjusting unit is specifically configured to:
if the yaw angle is within a second preset range, reducing the display area of the resident display item on the left side and/or the right side of the game interface according to the yaw angle.
In another possible embodiment, the second adjusting unit is specifically configured to:
acquiring the variation amplitude of the yaw angle;
and when the yaw angle change amplitude is determined to be larger than a second preset amplitude, reducing the display area of the resident display item on the left side and/or the right side of the game interface according to the yaw angle.
In another possible embodiment, the second adjusting unit is specifically configured to:
if the yaw angle is larger than a third threshold value, the position of a resident display item on the left side of the game interface is adjusted to the left, or part or all of the resident display item on the left side of the game interface is hidden, the second preset range comprises a position larger than the third threshold value, and the third threshold value is a positive number;
if the yaw angle is smaller than a fourth threshold value, adjusting the position of a resident display item on the right side of the game interface to the right, or hiding part or all of the resident display item on the right side of the game interface, wherein the second preset range comprises a value smaller than the fourth threshold value, and the fourth threshold value is a negative number;
when the user is right opposite to the game interface, the yaw angle is 0, when the user is in a state of turning the head to the right, the yaw angle is a positive number, and when the user is in a state of turning the head to the left, the yaw angle is a negative number.
In another possible implementation manner, the obtaining module is specifically configured to:
and acquiring the visual angle information collected by the head-mounted equipment.
In a third aspect, an embodiment of the present invention provides a virtual reality VR device, including a processor, a memory, and a communication bus, where the communication bus is used to implement connection between components, the memory is used to store program instructions, and the processor is used to read the program instructions in the memory and execute any one of the methods in the first aspect according to the program instructions in the memory.
In a fourth aspect, an embodiment of the present invention provides a computer-readable storage medium having stored therein computer-executable instructions, which, when executed by at least one processor of a virtual reality VR device, cause the VR device to perform any one of the methods of the first aspect.
In a fifth aspect, an embodiment of the present invention provides a computer program product, where the computer program product includes computer executable instructions, and the computer executable instructions are stored in a computer readable storage medium. The at least one processor of the virtual reality VR device may read the computer executable instructions from the computer readable storage medium, the execution of the computer executable instructions by the at least one processor causing the VR device to implement the method of any one of the first aspects described above.
In a sixth aspect, the present application provides a chip system, which includes a processor for enabling a virtual reality VR device to implement the functions referred to in the first aspect, for example, to obtain or process information referred to in the method. In one possible design, the chip system further includes a memory for storing program instructions and data necessary for the VR device. The chip system may be formed by a chip, or may include a chip and other discrete devices.
According to the game interface display method and device provided by the embodiment of the invention, in the process of the VR game of the user, the VR equipment can acquire the current visual angle information of the user and adjust the position of the resident display item in the game interface according to the current visual angle information of the user, so that the situation that the resident display item covers the game interface is reduced, the game scene visible for the user in the game interface is increased, the flexibility of the display mode of the game interface is improved, and the game experience of the user is further improved.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings needed to be used in the description of the embodiments or the prior art will be briefly introduced below, and it is obvious that the drawings in the following description are some embodiments of the present invention, and for those skilled in the art, other drawings can be obtained according to these drawings without creative efforts.
Fig. 1 is a schematic view of an application scenario of a game interface display method according to an embodiment of the present invention;
FIG. 2 is a schematic flow chart illustrating a method for displaying a game interface according to an embodiment of the present invention;
FIG. 3 is a schematic view of a game interface provided by an embodiment of the present invention;
FIG. 4 is a first schematic structural diagram of a game interface display device according to an embodiment of the present invention;
FIG. 5 is a schematic structural diagram of a game interface display device according to an embodiment of the present invention;
fig. 6 is a schematic structural diagram of a virtual reality VR device according to an embodiment of the present invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are some, but not all, embodiments of the present invention. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
Fig. 1 is a schematic application scenario diagram of a game interface display method according to an embodiment of the present invention. Referring to fig. 1, in the process of a user playing a VR game through a VR device, the user wears a head-worn device, which is a part or all of the VR device, and the head-worn device may be VR glasses, a VR helmet, or the like. The game interface 101 is any game interface in a VR game, and a plurality of resident display items a are included in the game interface 101, where the resident display items a are usually located on the top, bottom, left side or right side of the game interface 101, and during the game, the content in the game interface may be updated in real time, but the resident display items a are usually continuously located in the game interface, for example, the resident display items a may be status information of a user, equipment information of the user, and the like.
In the application, in the process of playing games by a user, the head-mounted device can acquire current visual angle information of the user, for example, a pitch angle and/or a yaw angle of the head of the user, and the VR device can adjust the position of a resident display item in the game interface according to the current visual angle information of the user, so that scenes of the resident display item covering the game interface can be reduced, game scenes visible to the user in the game interface are increased, the flexibility of a game interface display mode is improved, and further the game experience of the user is improved.
The technical means shown in the present application will be described in detail below with reference to specific examples. It should be noted that the following embodiments may be combined with each other, and the description of the same or similar contents in different embodiments is not repeated.
Fig. 2 is a schematic flow chart of a game interface display method according to an embodiment of the present invention. Referring to fig. 2, the method may include:
s201, obtaining the visual angle information of the user.
The execution main body of the embodiment of the invention can be VR equipment and can also be a game interface display device in the VR equipment. Alternatively, the game interface display device may be implemented by software, or may be implemented by a combination of software and hardware.
Optionally, the user's perspective information may include a user's pitch angle for indicating the magnitude of the user's head up or head down and/or a yaw angle for indicating the magnitude of the user's head left or right turning. It should be noted that, in an actual application process, the perspective information of the user may further include other information, which is not specifically limited in the embodiment of the present invention.
Including the head wearing equipment in the VR equipment, at the in-process that the user played, the user dressed the head wearing equipment at the head. When the head of the user performs an action (e.g., head up, head down, head turn, etc.), the head-worn device may detect the head action of the user, so that the angle-of-view information of the user may be detected.
Optionally, when the user is facing the game interface, the pitch angle is 0, that is, when the sight line of the user is located on the horizontal plane, the pitch angle is 0. The pitch angle is positive when the user is in the head-up state, i.e., positive when the user's line of sight is above the horizontal plane. The pitch angle is negative when the user is in a heads-down state, i.e. negative when the user's line of sight is below the horizontal plane.
Optionally, when the user is facing the game interface, the yaw angle is 0, that is, when the line of sight of the user is located at the vertical plane, the yaw angle is 0. The yaw angle is positive when the user is in a state of turning his head to the right, i.e. positive when the user's line of sight is to the right of the vertical. The yaw angle is negative when the user is in a state of turning his head to the left, i.e., negative when the user's line of sight is to the left of the vertical plane.
Optionally, the viewing angle information of the user may be acquired through at least two possible implementations:
one possible implementation is:
the head-wearing device is provided with the gyroscope, and the visual angle information of a user can be acquired through the gyroscope.
Optionally, the gyroscope may be self-contained in the head-mounted device, or may be disposed in a terminal device (e.g., a mobile phone, etc.) used in cooperation with the VR device.
Another possible implementation:
the head-mounted equipment is provided with the optical signal emitter, the optical signal changes along with the change of the head action of a user, and the visual angle information of the user is acquired through the change of the optical signal emitted by the optical signal emitter.
Optionally, the head-mounted device may emit an optical signal at a fixed angle relative to the head-mounted device, for example, the optical signal may be infrared rays or the like, the optical signal may be perpendicular to the front of the head-mounted device, accordingly, the optical signal emitted by the head-mounted device may represent the line of sight of the user, and the head-mounted device may determine the viewing angle information of the user through the optical signal. Accordingly, after the head-mounted device acquires the perspective information of the user, the VR device may acquire the perspective information of the user from the head-mounted device.
Optionally, an angle between the light signal emitted by the head-worn device and the horizontal plane may be determined as a pitch angle. When the user is in a head-up state, the optical signal is positioned above the horizontal plane, and the pitch angle is larger than zero; when the user is in a head-down state, the light signal is below the horizontal plane, and the pitch angle is less than zero.
Optionally, the level for determining the pitch angle may be an actual level or a preset level before the VR game is played by the user. For example, before the user performs a VR game, the user wears the head-worn device, adjusts the head to a comfortable posture, and determines a plane on which a pitch angle detected by the head-worn device at this time is located as a horizontal plane.
Alternatively, an angle between the optical signal emitted from the head-mounted device and the vertical plane may be determined as a yaw angle. When the user turns to the right, the optical signal is positioned on the right side of the vertical plane, and the yaw angle is larger than zero; when the user is in a state of turning the head to the left, the optical signal is positioned on the left side of the vertical plane, and the yaw angle is smaller than zero.
Alternatively, the vertical plane used for determining the yaw angle may be a plane preset by a user. For example, before the user performs the VR game, the user wears the head-worn device, adjusts the head to a comfortable posture, and determines the plane on which the yaw angle detected by the head-worn device is located at this time as a vertical plane.
S202, adjusting the display position of the resident display item in the game interface according to the visual angle information.
The resident display item is content fixedly displayed in the game interface, and for example, the resident display item may include status information of the user, equipment information of the user, a communication message of the user, and the like. In practical applications, the resident display item may also be other content, and the embodiment of the present invention is not limited thereto.
In the actual application process, according to the difference in the position of the resident display item in the game interface, the manner of adjusting the position of the resident display item in the game interface is also different, optionally, at least the following two feasible implementation manners may be included:
a first possible implementation: the resident display items are at the top and/or bottom of the game interface.
In this possible implementation, the position of the resident display item in the game interface is adjusted according to the pitch angle in the perspective information. Optionally, when the pitch angle is judged to be within the first preset range, reducing the display area of the resident display item at the top and/or the bottom of the game interface according to the pitch angle; optionally, two boundary values of the first preset range are a first threshold and a second threshold, respectively, that is, the first preset range is: greater than a first threshold value, or less than a second threshold value, wherein the first threshold value is greater than zero and the second threshold value is less than zero.
Optionally, in order to avoid frequent and unnecessary adjustment of the resident display item, before the resident display item is adjusted, the pitch angle variation range is obtained, and when it is determined that the pitch angle variation range is greater than the first preset range, the display area of the resident display item on the top and/or the bottom of the game interface is reduced according to the pitch angle. Optionally, the pitch angle variation amplitude may be a variation amplitude of the pitch angle of the user within a preset time period, and the preset time period may be a time period before the current time, for example, the preset time period may be 3 seconds, 5 seconds, and the like before the current time, and the preset time period may be set according to actual needs, which is not specifically limited in this application.
In this possible implementation, the adjustment of the top and/or bottom resident display items is different according to the range of the pitch angle, and optionally, at least two cases are included:
in the first case: the pitch angle is greater than a first threshold.
Wherein the first threshold is greater than or equal to zero. In this case, the position of the resident display item located at the bottom of the game interface is adjusted downward according to the pitch angle, or part or all of the resident display item located at the bottom of the game interface is hidden.
Initially, the resident display items at the bottom of the game interface may be fully displayed. To ensure that the user can observe a sufficiently large game scene, the resident located at the bottom of the game interface can only move towards the bottom of the game interface.
Optionally, when the pitch angle is greater than the first threshold, it indicates that the user is in a head-up state, and at this time, the user may focus on the content at the top of the game interface, for example, the user may focus on a resident display item at the top of the game interface. At this time, the user usually does not pay attention to the resident display item at the bottom of the game interface, and therefore, the position of the resident display item at the bottom of the game interface can be adjusted downward, or part or all of the resident display item at the bottom of the game interface can be hidden, so that the game scene visible to the user in the game interface can be increased, and the game experience of the user can be further improved.
Alternatively, the underside of the resident display item may be hidden after adjusting the position of the resident display item downward. The amplitude of downward adjustment of the resident display item can be determined according to the size of the pitch angle, and the larger the pitch angle is, the larger the amplitude of downward adjustment of the resident display item is until the hidden proportion of the resident display item is larger than a preset threshold value or the resident display item is completely hidden.
Optionally, when the resident display item at the bottom of the game interface is hidden, the upper side of the resident display item is hidden first, the proportion of hiding the resident display item can be determined according to the size of the pitch angle, and the larger the pitch angle is, the larger the proportion of hiding the resident display item is until the hidden proportion of the resident display item is larger than a preset threshold value or the resident display item is completely hidden.
It should be noted that, when the pitch angle is greater than the first threshold, the position of the resident display item at the bottom of the game interface in the game interface changes with the change of the pitch angle, until the pitch angle is less than or equal to the first threshold, the position of the resident display item at the bottom of the game interface in the game interface returns to the original position.
In the second case: the pitch angle is less than a second threshold.
Wherein the second threshold is less than or equal to zero. In this case, the position of the resident display item on top of the game interface is adjusted upward, or part or all of the resident display item on top of the game interface is hidden, according to the pitch angle.
Initially, the resident display item on top of the game interface may be fully displayed. To ensure that a user can observe a sufficiently large game scene, the resident on the top of the game interface can generally only move towards the top of the game interface.
Optionally, when the pitch angle is smaller than the second threshold, it indicates that the user is in a low head state, and at this time, the user may focus on the content at the bottom of the game interface, for example, the user may focus on a resident display item at the bottom of the game interface. At this time, the user usually does not pay attention to the resident display item on the top of the game interface, and therefore, the position of the resident display item on the top of the game interface can be adjusted upwards, or part or all of the resident display item on the top of the game interface can be hidden, so that the game scene visible to the user in the game interface can be increased, and the game experience of the user can be further improved.
Alternatively, the upper side of the resident display item may be hidden after adjusting the position of the resident display item upward. The amplitude of upward adjustment of the resident display item can be determined according to the size of the pitch angle, the smaller the pitch angle is, the larger the amplitude of upward adjustment of the resident display item is, until the hidden proportion of the resident display item is larger than a preset threshold value, or the resident display item is completely hidden.
Optionally, when the resident display item on the top of the game interface is hidden, the lower side of the resident display item is hidden first, the proportion of hiding the resident display item can be determined according to the pitch angle, the smaller the pitch angle is, the larger the proportion of hiding the resident display item is until the hidden proportion of the resident display item is larger than a preset threshold value or the resident display item is completely hidden.
When the pitch angle is smaller than the second threshold, the position of the resident display item on the top of the game interface in the game interface changes along with the change of the pitch angle, and when the pitch angle is larger than or equal to the second threshold, the position of the resident display item on the top of the game interface in the game interface returns to the original position.
A second possible implementation: the resident display items are on the left and/or right side of the game interface.
In this possible implementation, the location of the resident display item in the game interface is adjusted according to the yaw angle in the perspective information. Optionally, when the yaw angle is judged to be within the second preset range, reducing the display area of the resident display item on the left side and/or the right side of the game interface according to the pitch angle; optionally, two boundary values of the second preset range are respectively a third threshold and a fourth threshold, that is, the second preset range is: greater than a third threshold, or less than a fourth threshold, wherein the third threshold is greater than zero and the fourth threshold is less than zero.
Optionally, in order to avoid frequent and unnecessary adjustment of the resident display item, before the resident display item is adjusted, the yaw angle variation amplitude is obtained, and when it is determined that the yaw angle variation amplitude is greater than a second preset amplitude, the display area of the resident display item on the left side and/or the right side of the game interface is reduced according to the yaw angle. Optionally, the yaw angle variation amplitude may be a variation amplitude of the yaw angle of the user within a preset time period, and the preset time period may be a time period before the current time, for example, the preset time period may be 3 seconds, 5 seconds, and the like before the current time, and the preset time period may be set according to actual needs, which is not specifically limited in the present application.
In this possible implementation, the adjustment of the left and/or right resident display items is different according to the content of the range of the yaw angle, and optionally, at least two cases are included:
in the first case: the yaw angle is greater than a third threshold.
Wherein the third threshold is greater than or equal to zero. In this case, the position of the resident display item on the left side of the game interface is adjusted to the left or part or all of the resident display item on the left side of the game interface is hidden according to the yaw angle.
Initially, the resident display items on the left side of the game interface may be fully displayed. To ensure that a user can observe a sufficiently large game scene, the resident on the left side of the game interface can generally only move to the left side of the game interface.
Optionally, when the yaw angle is greater than the third threshold, it indicates that the user is in a state of turning to the right, at this time, the user may focus on the content on the right side of the game interface, for example, the user may focus on the resident display item on the right side of the game interface. At this time, the user usually does not pay attention to the resident display item on the left side of the game interface, and therefore, the position of the resident display item on the left side of the game interface can be adjusted to the left, or part or all of the resident display item on the left side of the game interface can be hidden, so that the game scene visible to the user in the game interface can be increased, and the game experience of the user can be further improved.
Alternatively, the left side of the resident display item may be hidden after adjusting the location of the resident display item to the left. The amplitude of leftward adjustment of the resident display item can be determined according to the magnitude of the yaw angle, and the larger the yaw angle is, the larger the amplitude of leftward adjustment of the resident display item is until the hiding proportion of the resident display item is larger than a preset threshold value or the resident display item is completely hidden.
Optionally, when the resident display item on the left side of the game interface is hidden, the right side of the resident display item is hidden first, the proportion of the hidden resident display item can be determined according to the size of the yaw angle, and the larger the yaw angle is, the larger the proportion of the hidden resident display item is until the hidden proportion of the resident display item is larger than a preset threshold value or the resident display item is completely hidden.
When the yaw angle is larger than the third threshold value, the position of the resident display item on the left side of the game interface in the game interface changes along with the change of the yaw angle until the position of the resident display item on the left side of the game interface in the game interface is restored to the original position when the yaw angle is smaller than or equal to the third threshold value.
In the second case: the yaw angle is less than a fourth threshold.
Wherein the fourth threshold is less than or equal to zero. In this case, the position of the resident display item on the right side of the game interface is adjusted to the right or part or all of the resident display item on the right side of the game interface is hidden according to the yaw angle.
Initially, the resident display items on the right side of the game interface may be fully displayed. To ensure that a user can view a sufficiently large game scene, the resident on the right side of the game interface can generally only move to the right side of the game interface.
Optionally, when the yaw angle is smaller than the fourth threshold, it indicates that the user is in a state of turning left, at this time, the user may focus on the content on the left side of the game interface, for example, the user may focus on a resident display item on the left side of the game interface. At this time, the user usually does not pay attention to the resident display item on the right side of the game interface, and therefore, the position of the resident display item on the right side of the game interface can be adjusted to the right, or part or all of the resident display item on the right side of the game interface can be hidden, so that the game scene visible to the user in the game interface can be enlarged, and the game experience of the user can be further improved.
Alternatively, the right side of the resident display item may be hidden after adjusting the position of the resident display item to the right. The amplitude of rightward adjustment of the resident display item can be determined according to the size of the yaw angle, and the smaller the yaw angle is, the larger the amplitude of rightward adjustment of the resident display item is until the hiding proportion of the resident display item is larger than a preset threshold value or the resident display item is completely hidden.
Optionally, when the resident display item on the right side of the game interface is hidden, the left side of the resident display item is hidden first, the proportion of hiding the resident display item can be determined according to the size of the yaw angle, and the smaller the yaw angle is, the larger the proportion of hiding the resident display item is until the hiding proportion of the resident display item is larger than a preset threshold value or the resident display item is completely hidden.
When the yaw angle is smaller than the fourth threshold, the position of the resident display item on the right side of the game interface in the game interface changes along with the change of the yaw angle until the position of the resident display item on the right side of the game interface in the game interface is restored to the original position when the yaw angle is larger than or equal to the fourth threshold.
It should be further noted that, when the top, bottom, left side and right side of the game interface all include the resident display items, the first feasible implementation manner is adopted to process the top and bottom resident display items at the same time, so as to process the left and right resident display items by the second feasible implementation manner.
According to the game interface display method provided by the embodiment of the invention, in the process of the VR game of the user, the VR equipment can acquire the current visual angle information of the user, and adjust the position of the resident display item in the game interface according to the current visual angle information of the user, so that the situation that the resident display item covers the game interface is reduced, the game scene visible for the user in the game interface is increased, the flexibility of the game interface display mode is improved, and the game experience of the user is further improved.
The technical solutions shown in the above embodiments of the method are described in detail below with reference to fig. 3 by specific examples.
FIG. 3 is a schematic view of a game interface according to an embodiment of the present invention. Referring to fig. 3, a game interface 301 and a game interface 302 are included.
Before the user carries out the VR game, the user wears the head-worn device and adjusts the head to a comfortable posture, at this time, the user can input a recording instruction in the head-worn device, and accordingly, the head-worn device can emit an optical signal and record the horizontal plane where the optical signal is located as a horizontal plane, and if the horizontal plane is a, record the vertical plane where the optical signal is located as a vertical plane (not shown in the figure).
In the process that the user carries out the VR recreation, head-mounted device transmits light signal in real time to detect the contained angle between light signal and the horizontal plane a of transmission, with confirm user's angle of pitch, head-mounted device still detects the contained angle between light signal and the vertical of transmission, with confirm user's yaw.
Referring to the game interface 301, resident display items are included on the top, bottom, left side, and right side of the game interface 301. Assuming that the pitch angle of the user is between the first threshold and the second threshold and the yaw angle of the user is between the third threshold and the fourth threshold, the positions of all the resident display items are not required to be adjusted, and at this time, all the resident display items can be fully displayed in the game interface 301.
Referring to the game interface 302, assuming that the user is more concerned about the game scene at the upper right corner of the game interface during the VR game, the user heads up and turns to the right. And if the pitch angle of the user is larger than the first threshold value and the yaw angle of the user is larger than the third threshold value, the resident display item at the bottom of the game interface is adjusted downwards according to the pitch angle of the user, and the resident display item at the left side of the game interface is adjusted leftwards according to the yaw angle of the user. Specifically, in game interface 302, the resident display items on the left and bottom sides of the game interface are partially hidden.
Of course, when the viewing angle of the user changes, the adjustment of the resident display item in the game interface also changes, and the specific adjustment process may refer to the above process, which is not described herein again.
Fig. 4 is a first schematic structural diagram of a game interface display device according to an embodiment of the present invention. Optionally, the game interface display device may be a VR device, and referring to fig. 4, the device may include an obtaining module 11 and an adjusting module 12, wherein,
the obtaining module 11 is configured to obtain view information of a user;
the adjusting module 12 is configured to adjust a display position of a resident display item in the game interface according to the viewing angle information, where the resident display item is a content that is fixedly displayed in the game interface.
The game interface display device provided by the embodiment of the invention can execute the technical scheme shown in the method embodiment, the realization principle and the beneficial effect are similar, and the detailed description is omitted.
In one possible embodiment, the perspective information includes a pitch angle and/or a yaw angle of the user.
Fig. 5 is a schematic structural diagram of a game interface display device according to an embodiment of the present invention. Referring to fig. 5, the adjusting module 12 includes a first adjusting unit 121 and a second adjusting unit 122, wherein,
the first adjusting unit 121 is configured to adjust the position of the resident display item in the game interface according to the pitch angle when the resident display item is located at the top and/or the bottom of the game interface;
the second adjusting unit 122 is configured to adjust a position of the resident display item in the game interface according to the yaw angle when the resident display item is located on the left side and/or the right side of the game interface.
In another possible embodiment, the first adjusting unit 121 is specifically configured to:
if the pitch angle is within a first preset range, reducing the display area of the resident display item on the top and/or the bottom of the game interface according to the pitch angle.
In another possible embodiment, the first adjusting unit 121 is specifically configured to:
acquiring the pitch angle change amplitude;
and when the pitch angle change amplitude is determined to be larger than a first preset amplitude, reducing the display area of the resident display item on the top and/or the bottom of the game interface according to the pitch angle.
In another possible embodiment, the first adjusting unit 121 is specifically configured to:
if the pitch angle is larger than a first threshold value, the position of a resident display item at the bottom of the game interface is adjusted downwards, or part or all of the resident display item at the bottom of the game interface is hidden, the first preset range comprises a range larger than the first threshold value, and the first threshold value is a positive number;
if the pitch angle is smaller than a second threshold value, adjusting the position of a resident display item at the top of the game interface upwards, or hiding part or all of the resident display item at the top of the game interface, wherein the first preset range comprises a range smaller than the second threshold value, and the second threshold value is a negative number;
when the user is just opposite to the game interface, the pitch angle is 0, when the user is in a head-up state, the pitch angle is positive, and when the user is in a head-down state, the pitch angle is negative.
In another possible implementation, the second adjusting unit 122 is specifically configured to:
if the yaw angle is within a second preset range, reducing the display area of the resident display item on the left side and/or the right side of the game interface according to the yaw angle.
In another possible implementation, the second adjusting unit 122 is specifically configured to:
acquiring the variation amplitude of the yaw angle;
and when the yaw angle change amplitude is determined to be larger than a second preset amplitude, reducing the display area of the resident display item on the left side and/or the right side of the game interface according to the yaw angle.
In another possible implementation, the second adjusting unit 122 is specifically configured to:
if the yaw angle is larger than a third threshold value, the position of a resident display item on the left side of the game interface is adjusted to the left, or part or all of the resident display item on the left side of the game interface is hidden, the second preset range comprises a position larger than the third threshold value, and the third threshold value is a positive number;
if the yaw angle is smaller than a fourth threshold value, adjusting the position of a resident display item on the right side of the game interface to the right, or hiding part or all of the resident display item on the right side of the game interface, wherein the second preset range comprises a value smaller than the fourth threshold value, and the fourth threshold value is a negative number;
when the user is right opposite to the game interface, the yaw angle is 0, when the user is in a state of turning the head to the right, the yaw angle is a positive number, and when the user is in a state of turning the head to the left, the yaw angle is a negative number.
In another possible implementation, the obtaining module 11 is specifically configured to:
and acquiring the visual angle information collected by the head-mounted equipment.
The game interface display device provided by the embodiment of the invention can execute the technical scheme shown in the method embodiment, the realization principle and the beneficial effect are similar, and the detailed description is omitted.
Fig. 6 is a schematic structural diagram of a virtual reality VR device according to an embodiment of the present invention. Referring to fig. 6, the apparatus includes a processor 21, a memory 22, and a communication bus 23, where the communication bus 23 is used to implement connection between various components, the memory 22 is used to store program instructions, and the processor 21 is used to read the program instructions in the memory 22 and execute the method according to the program instructions in the memory 22.
The VR device provided in the embodiment of the present invention may execute the technical solution shown in the above method embodiment, and the implementation principle and the beneficial effect are similar, which are not described herein again.
Embodiments of the present invention further provide a computer-readable storage medium, where computer-executable instructions are stored in the computer-readable storage medium, and when at least one processor of a virtual reality VR device executes the computer-executable instructions, the VR device executes any one of the above method embodiments.
Embodiments of the present invention also provide a computer program product, which includes computer executable instructions stored in a computer readable storage medium. The at least one processor of the virtual reality VR device may read the computer-executable instructions from the computer-readable storage medium, and execution of the computer-executable instructions by the at least one processor causes the VR device to implement the method of any of the above method embodiments.
The present application provides a chip system, where the chip system includes a processor, configured to support a virtual reality VR device to implement the functions involved in the foregoing method embodiments, for example, to acquire or process information involved in the foregoing method. In one possible design, the chip system further includes a memory for storing program instructions and data necessary for the VR device. The chip system may be formed by a chip, or may include a chip and other discrete devices.
Those of ordinary skill in the art will understand that: all or a portion of the steps of implementing the above-described method embodiments may be performed by hardware associated with program instructions. The program may be stored in a computer-readable storage medium. When executed, the program performs steps comprising the method embodiments described above; and the aforementioned storage medium includes: various media that can store program codes, such as ROM, RAM, magnetic or optical disks.
Finally, it should be noted that: the above embodiments are only used for illustrating the technical solutions of the embodiments of the present invention, and are not limited thereto; although embodiments of the present invention have been described in detail with reference to the foregoing embodiments, those skilled in the art will understand that: the technical solutions described in the foregoing embodiments may still be modified, or some or all of the technical features may be equivalently replaced; and such modifications or substitutions do not depart from the spirit and scope of the embodiments of the present invention.
Claims (16)
1. A game interface display method is applied to Virtual Reality (VR) equipment, and comprises the following steps:
acquiring visual angle information of a user;
adjusting the display position of a resident display item in the game interface according to the visual angle information, wherein the resident display item is the content fixedly displayed in the game interface;
the adjusting a display position of a resident display item in the game interface, comprising: zooming out the display area of the resident display item on the game interface;
adjusting a display position of a resident display item in the game interface according to the view angle information, comprising:
if the resident display item is positioned at the top and/or the bottom of the game interface, acquiring the pitch angle change amplitude if the pitch angle included in the visual angle information is within a first preset range;
and when the pitch angle change amplitude is determined to be larger than a first preset amplitude, reducing the display area of the resident display item on the top and/or the bottom of the game interface according to the pitch angle.
2. The method of claim 1, wherein said adjusting a display position of a resident display item in said game interface according to said perspective information comprises:
and if the resident display item is positioned on the left side and/or the right side of the game interface, adjusting the position of the resident display item in the game interface according to the yaw angle included in the visual angle information.
3. The method of claim 1, wherein said zooming out the display area of said resident display items at the top and/or bottom of said game interface according to said pitch angle comprises:
if the pitch angle is larger than a first threshold value, the position of a resident display item at the bottom of the game interface is adjusted downwards, or part or all of the resident display item at the bottom of the game interface is hidden, the first preset range comprises a range larger than the first threshold value, and the first threshold value is a positive number;
if the pitch angle is smaller than a second threshold value, adjusting the position of a resident display item at the top of the game interface upwards, or hiding part or all of the resident display item at the top of the game interface, wherein the first preset range comprises a range smaller than the second threshold value, and the second threshold value is a negative number;
when the user is just opposite to the game interface, the pitch angle is 0, when the user is in a head-up state, the pitch angle is positive, and when the user is in a head-down state, the pitch angle is negative.
4. The method of claim 2, wherein said adjusting the position of said resident display item in said gaming interface according to said yaw angle included in said perspective information comprises:
if the yaw angle is within a second preset range, reducing the display area of the resident display item on the left side and/or the right side of the game interface according to the yaw angle.
5. The method of claim 4, wherein said zooming out the display area of said resident display item to the left and/or right of said game interface according to said yaw angle comprises:
acquiring the variation amplitude of the yaw angle;
and when the yaw angle change amplitude is determined to be larger than a second preset amplitude, reducing the display area of the resident display item on the left side and/or the right side of the game interface according to the yaw angle.
6. The method of claim 4 or 5, wherein said reducing a display area of said resident display item to the left and/or right of said gaming interface according to said yaw angle comprises:
if the yaw angle is larger than a third threshold value, the position of a resident display item on the left side of the game interface is adjusted to the left, or part or all of the resident display item on the left side of the game interface is hidden, the second preset range comprises a position larger than the third threshold value, and the third threshold value is a positive number;
if the yaw angle is smaller than a fourth threshold value, adjusting the position of a resident display item on the right side of the game interface to the right, or hiding part or all of the resident display item on the right side of the game interface, wherein the second preset range comprises a value smaller than the fourth threshold value, and the fourth threshold value is a negative number;
when the user is right opposite to the game interface, the yaw angle is 0, when the user is in a state of turning the head to the right, the yaw angle is a positive number, and when the user is in a state of turning the head to the left, the yaw angle is a negative number.
7. The method according to any one of claims 1 to 5, wherein the acquiring of the view angle change information of the user comprises:
and acquiring the visual angle information collected by the head-mounted equipment.
8. A game interface display device is characterized by comprising an acquisition module and an adjustment module, wherein the adjustment module comprises a first adjustment unit,
the acquisition module is used for acquiring the visual angle information of the user;
the adjusting module is used for adjusting the display position of a resident display item in the game interface according to the visual angle information, wherein the resident display item is the content fixedly displayed in the game interface;
the adjusting module is further used for reducing the display area of the resident display item on the game interface;
the first adjusting unit is used for acquiring the pitch angle change amplitude if the pitch angle included in the view angle information is within a first preset range when the resident display item is positioned at the top and/or the bottom of the game interface; and when the pitch angle change amplitude is determined to be larger than a first preset amplitude, reducing the display area of the resident display item on the top and/or the bottom of the game interface according to the pitch angle.
9. The apparatus of claim 8, wherein the adjustment module comprises a second adjustment unit, wherein,
the second adjusting unit is used for adjusting the position of the resident display item in the game interface according to the yaw angle included in the visual angle information when the resident display item is positioned on the left side and/or the right side of the game interface.
10. The device according to claim 8, wherein the first adjusting unit is specifically configured to:
if the pitch angle is larger than a first threshold value, the position of a resident display item at the bottom of the game interface is adjusted downwards, or part or all of the resident display item at the bottom of the game interface is hidden, the first preset range comprises a range larger than the first threshold value, and the first threshold value is a positive number;
if the pitch angle is smaller than a second threshold value, adjusting the position of a resident display item at the top of the game interface upwards, or hiding part or all of the resident display item at the top of the game interface, wherein the first preset range comprises a range smaller than the second threshold value, and the second threshold value is a negative number;
when the user is just opposite to the game interface, the pitch angle is 0, when the user is in a head-up state, the pitch angle is positive, and when the user is in a head-down state, the pitch angle is negative.
11. The device according to claim 9, wherein the second adjustment unit is specifically configured to:
if the yaw angle is within a second preset range, reducing the display area of the resident display item on the left side and/or the right side of the game interface according to the yaw angle.
12. The device according to claim 11, wherein the second adjustment unit is specifically configured to:
acquiring the variation amplitude of the yaw angle;
and when the yaw angle change amplitude is determined to be larger than a second preset amplitude, reducing the display area of the resident display item on the left side and/or the right side of the game interface according to the yaw angle.
13. The device according to claim 11 or 12, characterized in that the second adjusting unit is specifically configured to:
if the yaw angle is larger than a third threshold value, the position of a resident display item on the left side of the game interface is adjusted to the left, or part or all of the resident display item on the left side of the game interface is hidden, the second preset range comprises a position larger than the third threshold value, and the third threshold value is a positive number;
if the yaw angle is smaller than a fourth threshold value, adjusting the position of a resident display item on the right side of the game interface to the right, or hiding part or all of the resident display item on the right side of the game interface, wherein the second preset range comprises a value smaller than the fourth threshold value, and the fourth threshold value is a negative number;
when the user is right opposite to the game interface, the yaw angle is 0, when the user is in a state of turning the head to the right, the yaw angle is a positive number, and when the user is in a state of turning the head to the left, the yaw angle is a negative number.
14. The apparatus according to any one of claims 8 to 12, wherein the obtaining module is specifically configured to:
and acquiring the visual angle information collected by the head-mounted equipment.
15. A virtual reality, VR, device comprising a processor, a memory, and a communication bus, wherein the communication bus is used to connect components, the memory is used to store program instructions, and the processor is used to read the program instructions from the memory and execute the method of any one of claims 1-7 according to the program instructions in the memory.
16. A computer-readable storage medium having computer-executable instructions stored therein, wherein when the computer-executable instructions are executed by at least one processor of a virtual reality, VR, device, the VR device performs the game interface display method of any one of claims 1-7.
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CN111420402B (en) * | 2020-03-18 | 2021-05-14 | 腾讯科技(深圳)有限公司 | Virtual environment picture display method, device, terminal and storage medium |
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