U.S. patent application number 15/014574 was filed with the patent office on 2016-08-11 for method and apparatus for adjusting game scene.
The applicant listed for this patent is ANHUI HUAMI INFORMATION TECHNOLOGY CO., LTD.. Invention is credited to WANG HUANG, HUI WANG.
Application Number | 20160228763 15/014574 |
Document ID | / |
Family ID | 56565600 |
Filed Date | 2016-08-11 |
United States Patent
Application |
20160228763 |
Kind Code |
A1 |
HUANG; WANG ; et
al. |
August 11, 2016 |
METHOD AND APPARATUS FOR ADJUSTING GAME SCENE
Abstract
Methods and apparatuses for adjusting a game scene are set forth
herein. The method includes receiving heart rate information of a
user, wherein the user wears the computing device to play the game,
and based on the received heart rate information of the user,
adjusting at least one element in the game scene of the game. By
using a smart wearable device to acquire the heart rate information
of the user playing the game, the game scene of the game can be
adjusted according to the heart rate information. Therefore, the
game can be made to be more interesting by receiving
multi-dimensional interaction information of the user.
Inventors: |
HUANG; WANG; (Hefei, CN)
; WANG; HUI; (Hefei, CN) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
ANHUI HUAMI INFORMATION TECHNOLOGY CO., LTD. |
Hefei |
|
CN |
|
|
Family ID: |
56565600 |
Appl. No.: |
15/014574 |
Filed: |
February 3, 2016 |
Current U.S.
Class: |
1/1 |
Current CPC
Class: |
G06F 3/015 20130101;
A61B 5/165 20130101; A61B 5/02438 20130101; A63F 13/69 20140902;
A63F 13/212 20140902 |
International
Class: |
A63F 13/212 20060101
A63F013/212; A61B 5/16 20060101 A61B005/16; G06F 3/01 20060101
G06F003/01; A61B 5/024 20060101 A61B005/024 |
Foreign Application Data
Date |
Code |
Application Number |
Feb 10, 2015 |
CN |
201510070750.0 |
Claims
1. A method for adjusting a game scene of a game, comprising:
receiving, by a computing device, heart rate information of a user,
wherein the user wears the computing device to play the game; and
based on the received heart rate information of the user, adjusting
at least one element in the game scene of the game.
2. The method in claim 1, wherein based on the received heart rate
information of the user, the adjusting the at least one element in
the game scene of the game comprises: associating the received
heart rate information to a timeline in the game, wherein the
timeline is associated with the user; based on one or more
variations of the heart rate information associated to the
timeline, determining one or more emotion fluctuations of the user;
and in response to the one or more emotion fluctuations of the
user, adjusting the at least one element in the game scene.
3. The method of claim 1, wherein the receiving, by a computing
device, heart rate information of the user, wherein the user wears
the computing device to play the game comprises: transmitting, to
the computing device, a request to receive the heart rate
information of the user, wherein the user wears the computing
device to play the game; and receiving the heart rate information
of the user sent from the computing device.
4. The method of claim 1, wherein the receiving, by a computing
device, heart rate information of the user, wherein the user wears
the computing device to play the game comprises: based on a
determination that the game has proceeded to a predetermined stage,
receiving, by the computing device, the heart rate information of
the user, wherein the user wears the computing device to play the
game.
5. The method of claim 1, wherein based on the received heart rate
information of the user, the adjusting the at least one element in
the game scene of the game comprises: based on the received heart
rate information of the user, adjusting the game scene of the game
based on one or more of: a game character design, a screen
background, a game plot, or item purchase.
6. An apparatus for adjusting a game scene of a game, comprising: a
reception module, configured to receive, by a computing device,
heart rate information of a user, wherein the user wears the
computing device to play the game; and an adjustment module,
configured to, based on the received heart rate information of the
user, adjust at least one element in the game scene of the
game.
7. The apparatus of claim 6, wherein the adjustment module
comprises: an association submodule, configured to associate the
received heart rate information to a timeline in the game, wherein
the timeline is associated with the user; a process submodule,
configured to, based on one or more variations of the heart rate
information associated to the timeline, determine one or more
emotion fluctuations of the user; and an adjustment submodule,
configured to, in response to the one or more emotion fluctuations
of the user, adjust the at least one element in the game scene.
8. The apparatus of claim 6, wherein the reception module
comprises: a transmission submodule, configured to transmit, to the
computing device, a request to receive the heart rate information
of the user, wherein the user wears the computing device to play
the game; and a reception submodule, configured to receive the
heart rate information of the user sent from the computing
device.
9. The apparatus of claim 6, wherein the reception module is
further configured to: based on a determination that the game has
proceeded to a predetermined stage, receive, by the computing
device, the heart rate information of the user, wherein the user
wears the computing device to play the game.
10. The apparatus of claim 6, wherein the adjustment module is
further configured to: based on the received heart rate information
of the user, adjust the game scene based on one or more of: a game
character design, a screen background, a game plot or item
purchase.
Description
CROSS-REFERENCE TO RELATED APPLICATION
[0001] This application claims priority to Chinese patent
application no. CN 201510070750.0, filed on Feb. 10, 2015, which is
incorporated herein in its entirety by reference.
TECHNICAL FIELD
[0002] The present disclosure generally relates to computer game
technologies, and more particularly, to methods and apparatuses for
adjusting game scenes.
BACKGROUND
[0003] With developments in technologies, electronic games based on
devices such as computers, tablet computers and cell phones become
more and more popular and convenient. In addition, game consoles
extend the popularity of games as well, and provide more
interesting game functions by introducing contents of motion
sensing and computer vision into game devices.
[0004] A virtual game is often controlled by controls input by a
user. For example, the user can operate a game controller, or the
game can identify user gestures and motions, by which more vivid
and involving games can be made.
SUMMARY
[0005] Disclosed herein are implementations of methods and
apparatuses for pushing audio.
[0006] In one aspect, the present disclosure includes a method for
adjusting a game scene, comprising the steps of receiving heart
rate information of a user, wherein the user wears the computing
device to play the game, and adjusting at least one element in the
game scene of the game based on the received heart rate information
of the user.
[0007] In another aspect, the present disclosure includes an
apparatus for adjusting a game scene, comprising a reception module
configured to receive heart rate information of a user, wherein the
user wears the computing device to play the game, and an adjustment
module configured to, adjust at least one element in the game scene
of the game based on the received heart rate information of the
user.
[0008] The embodiments or implementations can be configured as
executable computer program instructions stored in computer
storages such as memory.
BRIEF DESCRIPTION OF THE DRAWINGS
[0009] The description here makes reference to the accompanying
drawings wherein like reference numerals refer to like parts
throughout the several views, and where:
[0010] FIG. 1 is a flowchart of an example method for adjusting a
game scene according to implementations of this disclosure;
[0011] FIG. 2 is a flowchart of another example method for
adjusting a game scene according to implementations of this
disclosure;
[0012] FIG. 3 is a flowchart of another example method for
adjusting a game scene according to implementations of this
disclosure;
[0013] FIG. 4 is a box diagram of an example apparatus for
adjusting a game scene according to implementations of this
disclosure;
[0014] FIG. 5 is a box diagram of an example adjustment module of
an apparatus for adjusting a game scene according to
implementations of this disclosure; and
[0015] FIG. 6 is a box diagram of an example reception module of an
apparatus for adjusting a game scene according to implementations
of this disclosure.
DETAILED DESCRIPTION
[0016] Example implementations of the present disclosure will be
described below with reference to the accompanying drawings. The
same numbers across the drawings set forth in the following
description represent the same or similar elements, unless
differently expressed. The implementations set forth in the
following description do not represent all implementations or
embodiments consistent with the present disclosure; on the
contrary, they are only examples of apparatuses and methods in
accordance with some aspects of this disclosure as detailed in the
claims.
[0017] FIG. 1 is a flowchart of a method for adjusting a game scene
which can be implemented in a game console or game software,
according to implementations of this disclosure is shown. The
method includes operations set forth in the following
description.
[0018] At operation S11, heart rate information of a user who wears
a computing device to play a game is received by the computing
device.
[0019] At operation S12, in response to the received heart rate
information of the user, in a game scene of the current game played
by the user are adjusted based on one or more elements.
[0020] In some implementations, based on the received heart rate
information in the user, the game scene of the current game played
by the user can be adjusted based on one or more elements in the
following: a game character design, a screen background, a game
plot or item purchase. The item can be, for example, a game object
or prop.
[0021] In some implementations, heart rate information of the user
playing the game can be received using a computing device, for
example, a "smart" wearable device such as a smart wristband
configured with a heart rate sensor. The receiving herein can
include, for example, actions of receiving, obtaining, determining,
acquiring, identifying or collecting information from a source such
as a sensor. Based on the heart rate information, a corresponding
game scene can be adjusted or set up. For example, when the
received heart rate of the user suddenly accelerates, it can be
determined that the user is excited. In response to the excitement
of the user, the game character design, for example, facial color,
hair style and dressing, the screen background, for example, color
rendering, and the game plot can be changed, or appropriate game
props can be released to stimulate user purchase. Therefore, the
game can be made to be more interesting by receiving
multi-dimensional interaction information of the user.
[0022] FIG. 2 is a flowchart of another example method for
adjusting a game scene as an example, according to implementations
of this disclosure. In some implementations, based on received
heart rate information of a user, emotion fluctuations of the user
can be determined. The method includes operations set forth in the
following description.
[0023] At operation S21, it is determined that whether the user
playing a game wears a wearable device; if the user wears the
wearable device, this process proceeds to operation S22; otherwise,
this process ends.
[0024] At operation S22, a connection to the wearable device worn
by the user is established.
[0025] At operation S23, a request to receive the heart rate
information of the user is sent to the wearable device.
[0026] In some implementations, a request to receive the heart rate
information of the user playing the game can be sent directly to
the wearable device. In other implementations, for example, the
wearable device can transmit, (e.g., upload), the heart rate
information to a storage in an accessible network, and a game
console or game software can receive, (e.g., download), the heart
rate information of the user in real time.
[0027] At operation S24, the heart rate information of the user
transmitted from the wearable device is received.
[0028] At operation S25, the received heart rate information is
associated (e.g., mapped) to a timeline of the user in the
game.
[0029] The associating step can be implemented to integrate the
heart rate information of the user to the game by, for example,
mapping or projecting the heart rate information to the timeline of
the game.
[0030] At operation S26, based on variations of the heart rate
information associated to the timeline, the emotion fluctuations of
the user are determined.
[0031] In some implementation, for example, if the heart rate
within a section of the timeline, for example, a duration of time
within which a game plot can be a task has been finished,
increases, then the emotion of the user can be determined to be
excited; if the heart rate within another section of the timeline,
for example, another duration of time within which a game plot can
be a fight, increases, then the emotion of the user can be
determined to be nervous.
[0032] Corresponding relations between the variations of the heart
rate information associated to the timeline and the emotion
fluctuations of the user can be predetermined.
[0033] At operation S27, in response to the determined emotion
fluctuations of the user, one or more elements in a game scene of
the game are adjusted.
[0034] FIG. 3 is a flowchart in another example method for
adjusting a game scene as another example, according to
implementations of this disclosure. In some implementations, the
method can be implemented, by a game console (as hardware or
software), or a game server, or jointly by the game console (or
game software) and the game server. The method includes operations
set forth in the following description as an example
[0035] At operation S31, based on a determination that the game has
proceeded to a predetermined stage, the game console determines
that whether a user playing the game wears a wearable device; if
the user wears the wearable device, this process proceeds to
operation S32; otherwise, this process ends.
[0036] In some implementations, for example, it can be asked that
whether the user wears the wearable device.
[0037] At operation S32, the game console connects to the wearable
device worn by the user.
[0038] At operation S33, the game console sends a request to
receive heart rate information of the user to the wearable
device.
[0039] At operation S34, the game console receives the heart rate
information of the user transmitted from the wearable device.
[0040] At operation S35, the game console sends the received heart
rate information to the game server.
[0041] At operation S36, the game server associates the received
heart rate information to a timeline of the user in the game. As
will be discussed below, steps such as S36, S37, S38, S39 can also
be performed at the game console, or some other device.
[0042] At operation S37, based on variations of the heart rate
information associated to the timeline, the game server determines
emotion fluctuations of the user.
[0043] At operation S38, in response to the determined emotion
fluctuations of the user, the game server generates instructions of
adjusting one or more elements in a game scene of the game.
[0044] At operation S39, the game server sends the generated
instructions to the game console.
[0045] At operation S310, in accordance with the received
instruction, the game console adjusts the one or more elements in
the game scene of the game.
[0046] In some implementations, the method for adjusting the game
scene can be implemented by a game console (as hardware or
software), or a game server, or jointly by the game console (or
game software) and the game server, and services such as update can
be provided with flexibility. In other implementations, for
example, the game can be a stand-alone game, and functions of the
game server can be integrated into the game console.
[0047] FIG. 4 is a box diagram of an example apparatus for
adjusting a game scene according to implementations of this
disclosure, including modules 401-402 set forth in the following
description. The apparatus can be any computing device that can be
used to play an electronic game by a user, such as a game console,
a handheld game console, a remote server computer, a personal
computer, a laptop computer, a tablet computer, a cell phone, a
personal data assistant (PDA), or a computing service provided by a
computing service provider, e.g., a website, and cloud computing.
In some implementations, the computer device can include one or
more components such as a processing device or a processor, a
memory, a storage, an input device, an output device, a
communication device, and one or more modules for specific
purposes. The embodiments of the modules 401-402, 4021-4023, and
4011-4012 in this disclosure can be implemented by computer
software, hardware, firmware, logic circuits (like ASIC), or their
combinations.
[0048] Reception module 401 is configured to receive heart rate
information acquired by a wearable device, wherein the wearable
device can be used to play a game.
[0049] Adjustment module 402 is configured to, in response to the
received heart rate information of the user, adjust one or more
elements in a game scene of the current game played by the
user.
[0050] As shown in FIG. 5, in some implementations, the foregoing
adjustment module 402 further includes submodules 4021-4023 set
forth in the following description.
[0051] Association submodule 4021 is configured to associate the
received heart rate information to a timeline in the user in the
game.
[0052] Process submodule 4022 is configured to, based on variations
of the heart rate information associated to the timeline, determine
emotion fluctuations of the user.
[0053] Adjustment submodule 4023 is configured to, in response to
the determined emotion fluctuations of the user, adjust one or more
elements in a game scene of the game.
[0054] As shown in FIG. 6, the foregoing reception module 401
further includes submodules 4011-4012 set forth in the following
description.
[0055] Transmission submodule 4011 is configured to send a request
to receive the heart rate information in the user to the wearable
device.
[0056] Reception submodule 4012 is configured to receive the heart
rate information of the user transmitted from the wearable
device.
[0057] The foregoing submodules 4011 and 4012 can communicate
(e.g., send or receive) via networks of any suitable type in any
combination, including networks using Bluetooth communications,
infrared communications, near field connections (NFC), wireless
networks, wired networks, local area networks (LAN), wide area
networks (WAN), cellular data networks and the Internet.
[0058] The foregoing reception module 401 is further configured to,
based on a determination that the game has proceeded to a
predetermined stage, receive the heart rate information acquired by
the wearable device, wherein the user wears the wearable device to
play the game.
[0059] The foregoing adjustment module 402 is further configured
to, based on the received heart rate information of the user,
adjust the game scene of the current game played by the user based
on one or more of: a game character design, a screen background, a
game plot or item purchase.
[0060] Note that, the aforementioned method for adjusting a game
scene according to implementations in this disclosure is described
by examples based on functions of the aforementioned modules. In
practical applications, the functions can be distributed to be
implemented by different functional modules based on needs, i.e.,
internal structures of apparatuses can be divided into different
functional modules purporting to implement the foregoing functions
in complete or in part. Moreover, according to implementations in
this disclosure, the aforementioned methods and apparatuses for
adjusting a game scene share the same conception, the specific
processes for implementation of which have been described in
foregoing implementations and examples, therefore will not be
discussed further hereinafter.
[0061] Technical specialists skilled in the art should understand
that, the implementations in this disclosure can be implemented as
methods, systems, or computer program products. Therefore, this
disclosure can be implemented in forms of a complete hardware
implementation, a complete software implementation, and a
combination of software and hardware implementation. Further, this
disclosure can be embodied as a form of one or more computer
program products which are embodied as computer executable program
codes in computer writable storage media (including but not limited
to disk storage and optical storage).
[0062] This disclosure is described in accordance with the methods,
devices (systems), and flowcharts and/or block diagrams of computer
program products of the implementations, which should be
comprehended as each flow and/or block of the flowcharts and/or
block diagrams implemented by computer program instructions, and
the combinations of flows and/or blocks in the flowcharts and/or
block diagrams. The computer program instructions therein can be
provided to generic computers, special-purpose computers, embedded
computers or other processors of programmable data processing
devices to produce a machine, wherein the instructions executed by
the computers or the other processors of programmable data
processing devices produce an apparatus for implementing the
functions designated by one or more flows in the flowcharts and/or
one or more blocks in the block diagrams.
[0063] The computer program instructions can be also stored in a
computer readable storage which is able to boot a computer or other
programmable data processing device to a specific work mode,
wherein the instructions stored in the computer readable storage
produce a manufactured product containing the instruction devices
which implements the functions designated by one or more flows in
the flowcharts and/or one or more blocks in the block diagrams.
[0064] The computer program instructions can also be loaded to a
computer or another programmable data processing device to execute
a series of operating procedures in the computer or the other
programmable data processing device to produce a process
implemented by the computer, by which the computer program
instructions executed in the computer or the other programmable
data processing device provide the operating procedures for the
functions designated by one or more flows in the flowcharts and/or
one or more blocks in the block diagrams.
[0065] Apparently, the technical specialists skilled in the art can
perform any variation and/or modification to this disclosure by the
principles and within the scope of this disclosure. Therefore, if
the variations and modifications herein are within the scope of the
claims and other equivalent techniques herein, this disclosure
intends to include the variations and modifications thereof.
* * * * *