1. Technical Field
Embodiments of the present disclosure relate to action direction systems and methods, and more particularly to a computing device and a computer game direction method.
2. Description of Related Art
Video games allow people to simulate physical sports with assistance of images displayed on screens of electronic devices (e.g., computers, TVs, smart phones). Break through operations of inputs by handles, a player inputs the operations via physical actions. Often, the player does not need to mimic exact actions when playing such a video game, so the player may gain less fitness, or even form bad exercise gestures.
The present disclosure, including the accompanying drawings, is illustrated by way of examples and not by way of limitation. It should be noted that references to “an” or “one” embodiment in this disclosure are not necessarily to the same embodiment, and such references mean “at least one.”
In general, the word “module”, as used herein, refers to logic embodied in hardware or firmware, or to a collection of software instructions, written in a programming language. One or more software instructions in the modules may be embedded in firmware, such as in an erasable programmable read only memory (EPROM). The modules described herein may be implemented as either software and/or hardware modules and may be stored in any type of non-transitory computer-readable medium or other storage device. Some non-limiting examples of non-transitory computer-readable media include CDs, DVDs, BLU-RAY, flash memory, and hard disk drives.
As shown in
As shown in
Step S10, the action sample creation module 11 sets the action samples 200 for a video game (e.g., a baseball game) and a standard for determining whether actions of players are correct when playing the video game. The standard may be a degree of similarity between each action of player and a correct action sample 210 being equal to or more than a predetermined value (e.g., 80%).
The action samples 200 (including the correct action samples 210 and wrong action samples 220) are obtained as follows: a user (e.g., an engineer or a professional player or athlete) wears one or more detection devices 2 on his/her body parts, such as the head, the arms, the legs. As shown in
As the user is demonstrating each action sample 200 (i.e., a correct action sample 210 or a wrong action sample 220), each detection device 2 worn on a body part (such as the head) of the user detects movement data, such as X, Y, Z coordinate data of the body part by the E-gyroscope 21, and transmits the movement data in relation to the action sample 200 to the computing device 1 by the network module 22 (as shown in
Because the action sample 200 demonstrated by the user may be a correct action sample 210 or a wrong action sample 220, the user should select a type for the movement data in relation to each action sample 200. As shown in
In one embodiment, each correct action sample 210 includes X, Y, Z coordinate data in relation to one or more body parts of the user at different sample times. As the user is demonstrating a correct action sample 210, at each sample time, the detection device 2 worn on each body part of the user detects the X, Y, Z coordinate data of the body parts. For example, if the correct action sample 210 lasts 1.5 seconds, and fifteen sample times are defined, such as a first sample time is 0.1 seconds, a second sample time will be 0.2 seconds, and so on. If the user demonstrates the correct action sample 210 five times, then the X coordinate data in relation to the head of the user at each sample time “0.1 seconds” of the five times may include “124 cm, 162 cm, 165 cm, 155 cm, 158 cm.” In one embodiment, the X, Y, Z coordinate data of each body part obtained at each sample time may form a value range for movement of the body part. For example, X coordinate values “124 cm, 162 cm, 165 cm, 155 cm, 158 cm” are obtained for the sample time “0.1 seconds” and may form a value range of [124, 165], or a value range of [155, 165], where the value 124 which has the greatest divergence from any other value is not taken into consideration.
As mentioned above, the standard for determining whether actions of players are correct when playing the video game may be the degree of similarity between each action of a player and a correct action sample 210 being equal to or more than the predetermined value (e.g., 80%). In one embodiment, when the similarity degree is set as 80%, each action/correct action sample 210 has fifteen sample times, and at each sample time of the correct action sample 210, a value range for X coordinate data is determined, a value range for Y coordinate data is determined, and a value range for Z coordinate data is determined. Fifteen sample times×80%=twelve sample times. Then, in one embodiment, the action of the player may be determined as correct on condition that twelve sample times of the action can be found, where for each of the twelve sample times, the X, Y, Z coordinate data respectively falls within a value range derived from the corresponding correct action sample 210.
In another embodiment, the action of the player may be determined as correct on condition that, for each sample time, at least 80% X, Y, Z coordinate values in relation to the action fall within a corresponding value range. For example, if at each sample time a number N1 of X coordinate values are obtained, a number N2 of Y coordinate values are obtained, and a number N3 of Z coordinate values are obtained, then when there is “N1×80%” X coordinate values falling within a corresponding X value range, “N2×80%” Y coordinate values falling within a corresponding Y value range, and “N3×80%” Z coordinate values falling within a corresponding Z value range, the action is determined as correct.
In step S20, when a player starts the video game stored in the computing device 1, the action sample creation module 11 in sequence displays the correct action samples 210 of the video game on the screen 50. For example, after the player selects the option “Start action direction” shown in
In step S30, each detection device 2 worn on a body part (such as the head) of the player detects movement data, such as X, Y, Z coordinate data of the body part by the E-gyroscope 21 as the player performs each action, and transmits the movement data in relation to the action sample 200 to the computing device 1 by the network module 22. The data receiving module 12 receives the movement data in relation to the body parts of the player which are detected by the detection devices 2 when the player is playing each action, and stores the movement data into the storage device 20.
In step S40, the data comparison module 13 compares the movement data in relation to each action performed by the player with a corresponding correct action sample 210 stored in the storage device. For example, if the movement data in relation to a first action of the player includes X, Y, Z coordinate data of each body part obtained at fifteen sample times by the detection devices 2, the data comparison module 13 compares the X, Y, Z coordinate data of each body part obtained at each sample time with the X, Y, Z coordinate data in relation to a same sample time of a first correct action sample 210.
In step S50, the data comparison module 13 determines whether the action by performed the player is correct according to a comparison result and the standard. If the action performed the player is determined as correct, the action sample creation module 11 displays a next correct action sample 210, and the procedure ends. For example, when the standard is defined as the similarity degree (e.g., 80%) between each action of the player and a corresponding correct action sample 210, each action/correct action sample 210 has fifteen sample times, when for each of 12 sample times of the first action, X, Y, Z coordinate data respectively fall within a corresponding value range determined from the correct action sample 210. The first action is thus determined as correct, the action sample creation module 11 displays a second correct action sample 210, and the procedure ends.
Otherwise, in step S50, if the action performed by the player is determined as wrong, in step S60, the data comparison module 13 compares the movement data in relation to the action performed by the player with one or more wrong action samples 220 stored in the storage device, to determine which wrong action sample 220 that the action belongs to. The comparison is similar to the comparison in step S40 described above. Furthermore, the prompt module 14 displays one or more suggestions for correcting the action on the screen 50, so that the player can correct his/her action according to the one or more suggestions.
Although certain disclosed embodiments of the present disclosure have been specifically described, the present disclosure is not to be construed as being limited thereto. Various changes or modifications may be made to the present disclosure without departing from the scope and spirit of the present disclosure.
Number | Date | Country | Kind |
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101138992 | Oct 2012 | TW | national |