CN-117815651-B - Somatosensory game control system and method based on wearable equipment
Abstract
The invention discloses a somatosensory game control system and method based on wearable equipment, and relates to the technical field of somatosensory interaction. The system comprises a vibration signal feedback module, a motion capturing module, a main control module and a display module, wherein the vibration signal feedback module is used for outputting vibration signals according to vibration instructions sent by the main control module, the motion capturing module is used for collecting and identifying actions of a user and sending action identification results to the main control module, the main control module is used for sending vibration instructions to the vibration signal feedback module and counting when the action identification results are that movable elements are captured, and the display module is used for displaying a motion sensing game interface and an interactive interface. Aiming at the problems of insufficient response, incoherence of output information and input information experience and the like in a somatosensory game of middle and old aged people, the invention outputs the tactile feedback information through wrist wearing hardware and three preset vibration feedback conditions in the interaction process, thereby bringing stronger interaction experience of the feeling of reality to users.
Inventors
- YANG SIMIN
- LI QINGCHUAN
Assignees
- 哈尔滨工业大学(深圳)(哈尔滨工业大学深圳科技创新研究院)
Dates
- Publication Date
- 20260505
- Application Date
- 20231121
Claims (6)
- 1. The motion sensing game control system based on the wearable equipment is characterized by comprising a vibration signal feedback module (110), a motion capture module (120), a main control module (130) and a display module (140); the vibration signal feedback module (110) is worn on a user body and is used for outputting vibration signals according to vibration instructions sent by the main control module (130), the vibration signal feedback module (110) comprises a left wrist belt vibration sub-module (1110) and a right wrist belt vibration sub-module (1120), each sub-module structure comprises a wrist belt body (204), a plurality of miniature vibration motors (203) and a signal processing unit (201), the wrist belt body (204) is used for carrying and fixing the miniature vibration motors (203) and the signal processing units (201), the wrist belt body (204) is worn on the wrist part of the user, the miniature vibration motors (203) are used for feeding back vibration signals to the user in a touch manner, the signal processing units (201) are used for receiving vibration instructions sent by the main control module (130) and feeding back vibration touch information to the corresponding miniature vibration motors (203), three miniature vibration motors (203) are respectively fixed in the left wrist belt vibration sub-module (1110) and the right wrist belt vibration sub-module (1120) so as to correspond to the appearance of movable elements in a prompt body sense game, and comprise a left upper position, a right position, a left position, a right position, a left position, and a right position in the game The left wrist strap vibration submodule (1110) and the right wrist strap vibration submodule (1120) also comprise wireless charging coils (202), and the wireless charging coils (202) are used for charging the vibration signal feedback module (110); The motion capture module (120) is placed on the display module (140) and is used for collecting and identifying the motion of a user and sending a motion identification result to the main control module (130), wherein the motion identification result comprises a captured movable element and an un-captured movable element; the main control module (130) is used for sending a vibration instruction to the vibration signal feedback module (110), counting when the motion recognition result is that the movable element is captured, and counting after timing is finished; The display module (140) is used for displaying a somatosensory game interface and an interactive interface.
- 2. The wearable device-based somatosensory game control system according to claim 1, wherein the action recognition result further comprises a game mode selection and a game start action.
- 3. The body-sensing game control system based on the wearable device according to claim 2, wherein the game mode includes a synchronous type, a variable type and an asynchronous type, the main control module (130) transmits a first vibration command to the vibration signal feedback module (110) when the motion recognition result is a game mode selection and is selected as a synchronous type, the first vibration command is a preset appearance position, time and vibration signal duration of a movable element in a game, the main control module (130) transmits a second vibration command to the vibration signal feedback module (110) when the motion recognition result is a game mode selection and is selected as a variable type, the second vibration command is a preset appearance position, time and vibration signal duration of the movable element in a game, and a vibration amplitude or frequency of a micro vibration motor (203) set according to a distance between the movable element in a game and a human body, and the main control module (130) transmits a third vibration command to the vibration signal feedback module (110) when the motion recognition result is a game mode selection and is an asynchronous type, the third vibration command is a movable element in a vibration signal position and a vibration signal duration of a movable element in a game.
- 4. A body-sensing game control method based on a wearable device, which is characterized in that the method is realized based on the body-sensing game control system based on the wearable device according to any one of claims 1-3, and comprises the following steps: Collecting and identifying user actions, and acquiring a selected game mode and a game starting action according to an action identification result; The vibration signal feedback module (110) comprises a left wrist strap vibration sub-module (1110) worn on the left wrist of the user and a right wrist strap vibration sub-module (1120) worn on the right wrist of the user, wherein three miniature vibration motors (203) are respectively fixed in each sub-module so as to correspond to the appearance positions of movable elements in the prompt motion sensing game, and the positions comprise six positions of right left, upper left, lower left, right, upper right and lower right; the vibration signal feedback module (110) outputs a vibration signal according to the vibration instruction; collecting and identifying actions of a user, and judging whether the movable element is captured or not according to an action identification result; And when judging that the movable element is captured, increasing the count, counting after timing is finished, and displaying the counting result.
- 5. The body-sensing game control method based on the wearable device according to claim 4, wherein the game mode includes a synchronous type, a variable type and an asynchronous type, the vibration signal feedback module (110) receives a first vibration instruction when the motion recognition result is a game mode selection and the selection is a synchronous type, the first vibration instruction being an occurrence azimuth, time and vibration signal duration of a preset movable element in a game, the vibration signal feedback module (110) receives a second vibration instruction when the motion recognition result is a game mode selection and the selection is a variable type, the second vibration instruction being an occurrence azimuth, time, vibration signal duration of a preset movable element in a game, and vibration amplitude or frequency of a micro vibration motor (203) set according to a distance between the movable element in a game and a human body, and the vibration signal feedback module (110) receives a third vibration instruction when the motion recognition result is a game mode selection and the selection is an asynchronous type, the third vibration instruction being an occurrence azimuth and time of a movable element in a game and a zero-movement azimuth and a human body.
- 6. An electronic device comprising a memory, a processor, a computer program, wherein the computer program is stored in the memory and configured to be executed by the processor to implement the method of claim 4 or 5.
Description
Somatosensory game control system and method based on wearable equipment Technical Field The invention relates to the technical field of somatosensory interaction, in particular to a somatosensory game control system and method based on wearable equipment. Background With aging, the physiology and psychology of the elderly change, which are manifested by changes in sensation and perception, changes in cognitive ability, and changes in motor control ability, and with age, the muscles of the elderly begin to shrink, resulting in the onset of decline in strength and physical strength, with the result that the elderly's motor control ability declines, longer response time, and overall motor time. Elderly persons typically perform movements slower and less accurate than young persons. The elderly's variations in motion control include slowing down of motion speed, differences in motion sites, increasing motion variation, weakening of force control, and difficulties in coordination. The conventional interaction mode of electronic games is a mouse, a keyboard or other controllers, and the interaction devices have certain requirements on track control, end point control, strength adjustment and coordination of movement parts, but all these capabilities show age-related degradation, which indicates that it is difficult for the elderly to interact with the devices by using the conventional controllers, especially for game interaction. Nursing institutions are often challenged to encourage elderly residents to participate in various recreational activities, but few activities are safe for elderly people to participate in due to their declining cognitive and motor abilities, and it is difficult to motivate elderly people to maintain their interest in cognitive and physical activities. Elderly people often face special difficulties in technical interactions, and the cognitive and physical decline associated with aging has profound effects on the interactions between elderly people and technical products. The young generation accepts technology faster, while the old appears to be "struggling", with a "digital gap" between the two generations, which tends to be based on technology that is not suitable for the specific needs and capabilities of the elderly user population. The motion sensing game is a novel electronic game in which a motion change of a limb is transmitted to a game device through a sensor to be operated, and a general user can realize the motion sensing game through a motion sensing game machine, for example, wii of nintendo corporation, kinect of microsoft, playStation Move of sony, etc. in japan can recognize a motion of a human body through a built-in image pickup device, thereby controlling the progress of the motion sensing game. The motion sensing game belongs to a whole-body human-computer interaction system, the current motion sensing equipment inputs information by capturing motion gestures of a human body, but the motion sensing equipment only captures unidirectional information of the motion of the human body, and lacks corresponding information output feedback, so that a user cannot have enough immersion in actual game experience, especially for middle-aged and elderly people with low technical acceptance level, the output information is not consistent with the input information experience, and the acceptance of the motion sensing game equipment and the immersion experience in a virtual game environment are influenced by the lack of tactile feedback and other factors. Disclosure of Invention Accordingly, the present invention is directed to a wearable device-based motion-sensing game control system and method that seek to solve, or at least mitigate, at least one of the above-identified problems. According to one aspect of the invention, a body sensing game control system based on wearable equipment is provided, which comprises a vibration signal feedback module, a motion capture module, a main control module and a display module, wherein, The vibration signal feedback module is worn on the body of a user and is used for outputting a vibration signal according to a vibration instruction sent by the main control module; The motion capture module is arranged on the display module and used for collecting and identifying the motion of a user and sending a motion identification result to the main control module, wherein the motion identification result comprises captured movable elements and non-captured movable elements; the main control module is used for sending a vibration instruction to the vibration signal feedback module, counting when the action recognition result is that the movable element is captured, and counting after timing is finished; The display module is used for displaying a somatosensory game interface and an interactive interface. In one possible implementation manner, the vibration signal feedback module comprises a left wristband vibration sub-module and a right wristband vibr