技术领域Technical field
本发明实施例涉及视频处理技术领域,具体涉及一种模拟参赛的方法、装置、计算设备及计算机可读存储介质。Embodiments of the present invention relate to the field of video processing technology, and specifically to a method, device, computing device and computer-readable storage medium for simulating competition.
背景技术Background technique
现有技术中,用户观看直播比赛时,只是被动的接收视频直播信号,不能加入赛场互动,用户参与度低,互动能力弱,无法提升观众对于冰雪运动的参与热情。In the existing technology, when users watch live games, they only passively receive live video signals and cannot participate in the field interaction. User participation is low, interaction ability is weak, and it is impossible to increase the audience's enthusiasm for participation in ice and snow sports.
发明内容Contents of the invention
鉴于上述问题,本发明实施例提供了一种模拟参赛的方法、装置、计算设备及计算机可读存储介质,用于解决现有技术中存在的用户观看直播比赛时参与度低、用户体验差的问题。In view of the above problems, embodiments of the present invention provide a method, device, computing device and computer-readable storage medium for simulating competition to solve the existing problems in the prior art of low user participation and poor user experience when watching live competitions. question.
根据本发明实施例的一个方面,提供了一种模拟参赛的方法,所述方法包括:According to one aspect of the embodiment of the present invention, a method for simulating competition is provided, and the method includes:
获取实时视频流;Get live video streaming;
提取所述实时视频流中的赛场实时数据;Extract the real-time data of the game from the real-time video stream;
将所述赛场实时数据添加至模拟赛场游戏中;Add the real-time data of the stadium to the simulated stadium game;
接收用户在所述模拟赛场游戏中的模拟比赛操作信息;Receive the user’s simulated match operation information in the simulated arena game;
根据所述模拟比赛操作信息以及所述实时视频流中运动员的比赛数据,确定所述用户比赛评分。The user competition rating is determined based on the simulated competition operation information and the athlete's competition data in the real-time video stream.
在一种可选的方式中,所述赛场实时数据包括当前击打球队编号、当前击打球队对应的冰壶颜色标识、当前双方冰壶位置信息、各个冰壶所属球队信息;所述提取所述实时视频流中的赛场实时数据,包括:对所述实时视频流中的图像帧进行图像识别,提取所述当前视频流中的当前击打球队编号以及当前击打球队对应的冰壶颜色标识;对所述实时视频流中的图像帧进行边缘检测,确定所述实时视频流中的当前双方冰壶位置信息;根据所述实时视频流中的当前双方冰壶位置信息及所述冰壶颜色标识,确定各个冰壶所属球队信息。In an optional way, the real-time data on the field includes the current hitting team number, the curling color identification corresponding to the current hitting team, the current curling position information of both sides, and the information of the team to which each curling stone belongs; Extracting the real-time data of the field in the real-time video stream includes: performing image recognition on the image frames in the real-time video stream, extracting the current batting team number and the current batting team corresponding in the current video stream. Curling color identification; perform edge detection on the image frames in the real-time video stream to determine the current curling position information of both parties in the real-time video stream; according to the current curling position information of both parties in the real-time video stream and The color mark of the curling stone determines the information of the team to which each curling stone belongs.
在一种可选的方式中,所述赛场实时数据还包括冰壶运动轨迹数据;所述提取所述实时视频流中的赛场实时数据,包括:获取所述实时视频流中当前击打冰壶的位置、运动速度及运动角度;根据所述当前击打冰壶的位置、运动速度及运动角度,生成所述当前击打冰壶的运动轨迹数据。In an optional manner, the real-time data on the field also includes curling trajectory data; the extracting the real-time data on the field in the real-time video stream includes: obtaining the current curling stone in the real-time video stream. The position, movement speed and movement angle of the currently hit curling stone; and generating the movement trajectory data of the current hitting curling stone based on the current position, movement speed and movement angle of the hitting curling stone.
在一种可选的方式中,所述获取所述实时视频流中当前击打冰壶的位置、运动速度及运动角度,包括:获取所述实时视频流中的第一图像帧和第二图像帧,所述第二图像帧为所述第一图像帧之后间隔预设时长的图像帧;分别获取所述第一图像帧和所述第二图像帧中的当前击打冰壶的位置;根据所述第一图像帧和所述第二图像帧中的当前击打冰壶的位置及所述预设时长,确定所述第一图像帧中所述当前击打冰壶的位置、运动速度及运动角度。In an optional manner, obtaining the current position, movement speed and movement angle of the curling stone in the real-time video stream includes: obtaining the first image frame and the second image in the real-time video stream. frame, the second image frame is an image frame with a preset time interval after the first image frame; obtain the current position of the curling stone in the first image frame and the second image frame respectively; according to The current position of the curling stone in the first image frame and the second image frame and the preset duration are determined to determine the position, movement speed and speed of the current curling stone in the first image frame. Movement angle.
在一种可选的方式中,根据所述模拟比赛操作信息以及所述实时视频流中运动员的比赛数据,确定所述用户比赛评分,包括:根据所述模拟比赛操作信息,获取用户所击打冰壶的运动轨迹数据;根据所述当前击打冰壶的运动轨迹数据以及所述用户所击打冰壶的运动轨迹数据,确定所述用户比赛评分。In an optional manner, determining the user's competition rating based on the simulated competition operation information and the athlete's competition data in the real-time video stream includes: obtaining the user's hits based on the simulated competition operation information. The movement trajectory data of the curling stone; determine the user's competition score based on the movement trajectory data of the current curling stone and the movement trajectory data of the curling stone struck by the user.
在一种可选的方式中,所述根据所述当前击打冰壶的运动轨迹数据以及所述用户所击打冰壶的运动轨迹数据,确定所述用户比赛评分,包括:以冰壶运动场地的远端前掷线为分割,将所述用户所击打冰壶的运动轨迹数据切分为第一用户运动轨迹数据及第二用户运动轨迹数据;以冰壶运动场地的远端前掷线为分割,将所述当前击打冰壶的运动轨迹数据切分为第一当前运动轨迹数据和第二当前运动轨迹数据;根据所述第一用户运动轨迹数据、所述第二用户运动轨迹数据、所述第一当前运动轨迹数据及所述第二当前运动轨迹数据,以及对应的拟合度权重,计算所述当前击打冰壶的运动轨迹数据以及所述用户所击打冰壶的运动轨迹数据的拟合度;根据所述拟合度,确定所述用户比赛评分。In an optional manner, determining the user's competition score based on the movement trajectory data of the current curling stone and the movement trajectory data of the curling stone hit by the user includes: using curling motion The far-end forward throw line of the venue is divided, and the motion trajectory data of the curling stone hit by the user is divided into the first user motion trajectory data and the second user motion trajectory data; the far-end forward throw of the curling sports venue is The line is segmentation, and the motion trajectory data of the current curling stone is divided into the first current motion trajectory data and the second current motion trajectory data; according to the first user motion trajectory data, the second user motion trajectory data data, the first current motion trajectory data and the second current motion trajectory data, and the corresponding fitting degree weight, calculate the motion trajectory data of the current curling stone and the curling stone struck by the user. The degree of fit of the motion trajectory data; based on the degree of fit, the user's competition score is determined.
在一种可选的方式中,所述根据所述模拟比赛操作信息以及所述实时视频流中运动员的比赛数据,确定所述用户比赛评分之后,包括:对各个用户比赛评分进行排名;将所述排名及所述用户比赛评分展示给用户。In an optional manner, after determining the user competition score based on the simulated competition operation information and the athlete's competition data in the real-time video stream, the method includes: ranking each user's competition score; The ranking and the user's competition score are displayed to the user.
根据本发明实施例的另一方面,提供了一种模拟参赛的装置,包括:According to another aspect of the embodiment of the present invention, a device for simulating competition is provided, including:
获取模块,用于获取实时视频流;Acquisition module, used to obtain real-time video streams;
提取模块,用于提取所述实时视频流中的赛场实时数据;An extraction module, used to extract the real-time data of the game in the real-time video stream;
添加模块,用于将所述赛场实时数据添加至模拟赛场游戏中;Adding a module for adding the real-time data of the stadium to the simulated stadium game;
接收模块,用于接收用户在所述模拟赛场游戏中的模拟比赛操作信息;A receiving module, configured to receive the user's simulated match operation information in the simulated arena game;
评分模块,用于根据所述模拟比赛操作信息以及所述实时视频流中运动员的比赛数据,确定所述用户比赛评分。A scoring module, configured to determine the user's game score based on the simulated game operation information and the player's game data in the real-time video stream.
根据本发明实施例的另一方面,提供了一种计算设备,包括:处理器、存储器、通信接口和通信总线,所述处理器、所述存储器和所述通信接口通过所述通信总线完成相互间的通信;According to another aspect of an embodiment of the present invention, a computing device is provided, including: a processor, a memory, a communication interface, and a communication bus. The processor, the memory, and the communication interface complete each other through the communication bus. communication between;
所述存储器用于存放至少一可执行指令,所述可执行指令使所述处理器执行上述的模拟参赛的方法的操作。The memory is used to store at least one executable instruction, and the executable instruction causes the processor to perform the above-mentioned operation of the method of simulating competition.
根据本发明实施例的又一方面,提供了一种计算机可读存储介质,所述存储介质中存储有至少一可执行指令,所述可执行指令在计算设备上运行时,使得计算设备执行上述的模拟参赛的方法的操作。According to yet another aspect of an embodiment of the present invention, a computer-readable storage medium is provided. At least one executable instruction is stored in the storage medium. When the executable instruction is run on a computing device, the computing device executes the above-mentioned The operation of the simulation competition method.
本发明实施例通过获取实时视频流,提取所述实时视频流中的赛场实时数据,将所述赛场实时数据添加至模拟赛场游戏中。然后,接收用户在所述模拟赛场游戏中的模拟比赛操作信息,根据用户的模拟比赛操作信息以及实时视频流中运动员的比赛数据,确定所述用户比赛评分,充分发掘了冰壶运动中观众可参与互动直播方式,通过实时的赛况模拟、观众参与击打和实时评分,使观众从原有的被动接受赛事信号变为主动参与感受赛事氛围,提升了用户的参与度,提高了视频直播前端观看的互动性,解决了冰壶运动直播时间较长、观众无法互动、没有参与感的问题,激发了观众对于冰雪运动的热情,增强了用户体验。In the embodiment of the present invention, the real-time video stream is obtained, the real-time data of the stadium is extracted from the real-time video stream, and the real-time data of the stadium is added to the simulated stadium game. Then, the user's simulated match operation information in the simulated arena game is received, and the user's match score is determined based on the user's simulated match operation information and the athlete's match data in the real-time video stream, fully exploring the potential of the audience in curling. Participate in the interactive live broadcast method, through real-time game simulation, audience participation in hitting and real-time scoring, so that the audience can change from passively accepting event signals to actively participating in experiencing the event atmosphere, improving user participation and improving the front-end viewing of live video The interactivity solves the problem of long curling live broadcast time, inability for the audience to interact and no sense of participation, stimulates the audience's enthusiasm for ice and snow sports, and enhances the user experience.
上述说明仅是本发明实施例技术方案的概述,为了能够更清楚了解本发明实施例的技术手段,而可依照说明书的内容予以实施,并且为了让本发明实施例的上述和其它目的、特征和优点能够更明显易懂,以下特举本发明的具体实施方式。The above description is only an overview of the technical solutions of the embodiments of the present invention. In order to have a clearer understanding of the technical means of the embodiments of the present invention, they can be implemented according to the content of the description, and in order to achieve the above and other purposes, features and The advantages can be more clearly understood, and specific embodiments of the present invention are listed below.
附图说明Description of the drawings
附图仅用于示出实施方式,而并不认为是对本发明的限制。而且在整个附图中,用相同的参考符号表示相同的部件。在附图中:The drawings are only used to illustrate the embodiments and are not considered to be limitations of the present invention. Also throughout the drawings, the same reference characters are used to designate the same components. In the attached picture:
图1示出了本发明实施例提供的模拟参赛的方法的应用环境的流程示意图;Figure 1 shows a schematic flowchart of the application environment of the method for simulating competition provided by an embodiment of the present invention;
图2示出了本发明实施例提供的模拟参赛的方法的流程示意图;Figure 2 shows a schematic flow chart of a simulated competition method provided by an embodiment of the present invention;
图3示出了本发明实施例提供的冰壶比赛场地分布示意图;Figure 3 shows a schematic diagram of the distribution of curling competition venues provided by an embodiment of the present invention;
图4示出了本发明实施例提供的模拟参赛的方法中冰壶运动轨迹示意图;Figure 4 shows a schematic diagram of the curling motion trajectory in the method of simulating competition provided by the embodiment of the present invention;
图5示出了本发明实施例提供的模拟参赛的装置的结构示意图;Figure 5 shows a schematic structural diagram of a device for simulating competition provided by an embodiment of the present invention;
图6示出了本发明实施例提供的计算设备的结构示意图。Figure 6 shows a schematic structural diagram of a computing device provided by an embodiment of the present invention.
具体实施方式Detailed ways
下面将参照附图更详细地描述本发明的示例性实施例。虽然附图中显示了本发明的示例性实施例,然而应当理解,可以以各种形式实现本发明而不应被这里阐述的实施例所限制。Exemplary embodiments of the present invention will be described in more detail below with reference to the accompanying drawings. Although exemplary embodiments of the invention are shown in the drawings, it should be understood that the invention may be embodied in various forms and should not be limited to the embodiments set forth herein.
图1示出了本发明实施例提供的模拟参赛的方法应用环境示意图。如图1所示,本发明实施例的模拟参赛的方法应用于直播系统中。其中,对于现有的直播系统,其包括流媒体服务模块、云导播模块、转码服务模块、CDN(Content Delivery Network,即内容分发网络)模块等。实时视频流通过流媒体服务模块传输至云导播模块,云导播模块再将实施视频流传输给转码服务模块,转码服务模块对实时视频流进行视频转码后,再发送给CDN模块,CDN模块将转码后的实时视频流发送至前端播放器,从而实时将实时视频流进行直播。Figure 1 shows a schematic diagram of the application environment of the method for simulating competition provided by an embodiment of the present invention. As shown in Figure 1, the simulated competition method according to the embodiment of the present invention is applied in the live broadcast system. Among them, the existing live broadcast system includes a streaming media service module, a cloud guide module, a transcoding service module, a CDN (Content Delivery Network) module, etc. The real-time video stream is transmitted to the cloud director module through the streaming service module. The cloud director module then transmits the implemented video stream to the transcoding service module. The transcoding service module transcodes the real-time video stream and then sends it to the CDN module. CDN The module sends the transcoded real-time video stream to the front-end player, thereby broadcasting the real-time video stream live in real time.
本发明实施例在现有的直播系统的基础上,对现有直播系统进行改进,从而使得能够发掘运动比赛直播中,观众可参与互动直播方式,通过实时的赛况模拟、观众参与击打和实时评分。具体地,通过赛况分析服务获取流媒体服务模块的赛场实时数据,并发送给转码服务模块,转码服务模块在进行视频转码时,将赛场实时数据添加到实时视频流中,并将赛场实时数据发送给互动评分服务模块,从而使得用户能够在观看比赛的过程中可以互动。The embodiment of the present invention improves the existing live broadcast system on the basis of the existing live broadcast system, thereby enabling the audience to participate in the interactive live broadcast mode during the live broadcast of sports competitions, through real-time game simulation, audience participation in hitting and real-time score. Specifically, the real-time data of the stadium of the streaming media service module is obtained through the game situation analysis service and sent to the transcoding service module. When transcoding the video, the transcoding service module adds the real-time data of the stadium to the real-time video stream and adds the real-time data of the stadium to the real-time video stream. Real-time data is sent to the interactive scoring service module, allowing users to interact while watching the game.
图2示出了本发明实施例提供的模拟参赛的方法的流程图,该方法由计算设备执行。该计算设备可以是计算机设备、终端设备、服务器或上述的直播系统。本发明实施例的模拟参赛的方法用于在直播比赛过程中,根据实时比赛数据来形成相应的比赛游戏,使用户在观看直播比赛过程中,同时可以模拟比赛场景,以提高用户参与度。如图2所示,该方法包括以下步骤:Figure 2 shows a flowchart of a method for simulating competition provided by an embodiment of the present invention, and the method is executed by a computing device. The computing device may be a computer device, a terminal device, a server or the above-mentioned live broadcast system. The method of simulating competition in the embodiment of the present invention is used to form a corresponding competition game based on real-time competition data during a live competition, so that users can simulate competition scenarios while watching the live competition to improve user participation. As shown in Figure 2, the method includes the following steps:
步骤110:获取实时视频流。Step 110: Get the live video stream.
本发明实施例可通过布设于比赛场地的多个角度及位置的摄像头来获取比赛过程中的实时视频流。Embodiments of the present invention can obtain real-time video streams during the competition through cameras deployed at multiple angles and positions on the competition site.
其中,本发明实施例以冰壶比赛为例,获取冰壶比赛的实时视频流。具体地,可参阅图3,在冰壶比赛场地上方设置直播分析摄像头,根据冰壶比赛的区域分布,在冰壶比赛的场地上方设置3个摄像头C1,C2及C3。假设赛场比赛为A、B两队,对应的冰壶颜色为红色、黄色,则C1设置在中间区域,C2设置的其中一方击打球队(A队)的区域,C3设置在另一方击打球队(B队)的区域。本发明实施例中,将比赛直播信号,包括摄像头C1、C2和C3所拍摄的实时视频流发送到流媒体服务器。Among them, the embodiment of the present invention takes a curling match as an example to obtain a real-time video stream of the curling match. Specifically, referring to Figure 3, a live analysis camera is set above the curling competition venue. According to the regional distribution of the curling competition, three cameras C1, C2 and C3 are set above the curling competition venue. Assume that the game is played by two teams, A and B, and the corresponding curling colors are red and yellow. Then C1 is set in the middle area, C2 is set in the area where one of the hitting teams (Team A) is playing, and C3 is set in the area where the other team is hitting. Team (Team B) area. In the embodiment of the present invention, the live game signals, including the real-time video streams captured by cameras C1, C2 and C3, are sent to the streaming media server.
步骤120:提取所述实时视频流中的赛场实时数据。Step 120: Extract real-time field data from the real-time video stream.
其中,本发明实施例的赛场实时数据包括当前击打球队编号、当前击打球队对应的冰壶颜色标识、当前双方冰壶位置信息、各个冰壶所属球队信息,还包括冰壶运动轨迹数据。Among them, the real-time data on the field in the embodiment of the present invention includes the current hitting team number, the curling color identification corresponding to the current hitting team, the current curling position information of both sides, the information of the team to which each curling stone belongs, and also includes curling sports trajectory data.
具体地,可通过对实时视频流中的图像帧进行图像识别,提取当前视频流中的当前击打球队编号以及当前击打球队对应的冰壶颜色标识。本发明实施例中,对于图3所示的冰壶比赛场地布设,可通过摄像头C2的实时视频流,分析出当前击打球队编号和当前球队对应的冰壶颜色标识。其中,采用摄像头C2还是C3的实时视频流是由当前击打球队(也即当前大本营)的位置确定。本发明实施例并不具体限定图像识别的具体方式,本领域技术人员可依据具体场景进行相应设置。Specifically, by performing image recognition on the image frames in the real-time video stream, the current hitting team number in the current video stream and the curling color identification corresponding to the current hitting team can be extracted. In the embodiment of the present invention, for the curling competition venue layout shown in Figure 3, the current hitting team number and the curling color identification corresponding to the current team can be analyzed through the real-time video stream of the camera C2. Among them, whether the real-time video stream of camera C2 or C3 is used is determined by the position of the current batting team (that is, the current base camp). The embodiments of the present invention do not specifically limit the specific method of image recognition, and those skilled in the art can make corresponding settings according to specific scenarios.
其中,可通过对实时视频流中的图像帧进行边缘检测,来确定实时视频流中的当前双方冰壶位置信息。例如,分析摄像头C3位置的实时视频流,对实时视频流中图像进行边缘检测来确定出冰壶及冰壶颜色,并进一步确定出当前双方冰壶位置信息。Among them, the current curling position information of both sides in the real-time video stream can be determined by performing edge detection on the image frames in the real-time video stream. For example, analyze the real-time video stream at the position of camera C3, perform edge detection on the image in the real-time video stream to determine the curling stone and its color, and further determine the current curling position information of both parties.
本发明实施例中,根据实时视频流中的当前双方冰壶位置信息及冰壶颜色标识,确定各个冰壶所属球队信息。具体地,根据摄像头C3及摄像头C2分别检测出的每一个冰壶的颜色数据进行对比,从而标注每一个冰壶属于A或者B队。In the embodiment of the present invention, the information of the team to which each curling stone belongs is determined based on the current curling position information of both sides and the curling color identification in the real-time video stream. Specifically, the color data of each curling stone detected by the camera C3 and the camera C2 are compared to mark each curling stone as belonging to team A or B.
本发明实施例中,还通过获取所述实时视频流中当前击打冰壶的位置、运动速度及运动角度,根据所述当前击打冰壶的位置、运动速度及运动角度,生成当前击打冰壶的运动轨迹数据。具体地,分析摄像头C1的实时视频流,分析当前击打冰壶的位置、当前击打冰壶的运动速度、当前击打冰壶的运动角度参数,生成单次击打的当前击打冰壶的冰壶运动轨迹数据,作为用户评分的基础数据,将击打数据传递给互动评分服务模块。其中,如图4所示,冰壶赛场是一个标准的长方形区域,通过建立二维坐标系,将冰壶场地映射到坐标系中,其中X轴表示冰壶赛场宽度(0<X<5000),Y轴表示赛场的长度(0<Y<30176,本方案中,Y=0代表冰壶赛场的前掷线)。实时检测冰壶的位置(x,y)、移动速度v和移动方向θ(运动方向与X轴夹角),生成当前击打冰壶的运动三元组数据((x,y),v,θ)。通过对单次击打的连续数据进行离散采样,对运动员的单词击打的数据统计,得到单次击打对应的多个当前击打冰壶的运动数据三元组,从而形成当前击打冰壶的运动轨迹数据。In the embodiment of the present invention, the current hitting position, movement speed and movement angle of the curling stone in the real-time video stream are also obtained, and the current hitting curling stone is generated based on the current hitting curling position, movement speed and movement angle. Curling trajectory data. Specifically, analyze the real-time video stream of camera C1, analyze the current position of the curling stone, the movement speed of the current curling stone, and the movement angle parameters of the current curling stone, and generate the current curling stone of a single stroke. The curling trajectory data is used as the basic data for user scoring, and the hitting data is passed to the interactive scoring service module. Among them, as shown in Figure 4, the curling field is a standard rectangular area. By establishing a two-dimensional coordinate system, the curling field is mapped to the coordinate system, where the X-axis represents the width of the curling field (0<X<5000) , the Y-axis represents the length of the field (0<Y<30176, in this plan, Y=0 represents the forward throw line of the curling field). Real-time detection of the position (x, y), moving speed v and moving direction θ (the angle between the movement direction and the θ). By discretely sampling the continuous data of a single hit, and counting the data of athletes' word hits, we can obtain multiple triples of the current hitting curling motion data corresponding to the single hit, thereby forming the current hitting curling data. The motion trajectory data of the pot.
其中,获取所述实时视频流中的第一图像帧和第二图像帧,所述第二图像帧为所述第一图像帧之后间隔预设时长的图像帧;分别获取所述第一图像帧和所述第二图像帧中的当前击打冰壶的位置;根据所述第一图像帧和所述第二图像帧中的当前击打冰壶的位置及所述预设时长,确定所述第一图像帧中所述当前击打冰壶的位置、运动速度及运动角度,从而得到当前击打冰壶的运动三元组数据((x,y),v,θ)。具体地,当前击打冰壶的运动三元组数据((x,y),v,θ)的计算方式如下:Wherein, the first image frame and the second image frame in the real-time video stream are obtained, and the second image frame is an image frame separated by a preset time length after the first image frame; the first image frame is obtained respectively and the current position of the curling stone in the second image frame; according to the current position of the curling stone in the first image frame and the second image frame and the preset duration, determine the The position, movement speed and movement angle of the current curling stone described in the first image frame are thus obtained to obtain the movement triplet data ((x, y), v, θ) of the current curling stone. Specifically, the current motion triplet data ((x, y), v, θ) of the curling stone is calculated as follows:
对于连续的两帧图像,分别记录为第一图像帧I0和第二图像帧I1,时间戳分别为T0和T1,二者间隔的预设时长为T1-T0。通过分别对第一图像帧I0和第二图像帧I1进行边缘检测,从而确定两帧图像中当前击打冰壶的位置,分别记录为(x0,y0),(x1,y1),故第一帧图像的速度和角度分别采用如下公式计算:For two consecutive frames of images, they are respectively recorded as the first image frame I0 and the second image frame I1 , the time stamps are T0 and T1 respectively, and the preset time interval between the two is T1 -T0 . By performing edge detection on the first image frame I0 and the second image frame I1 respectively, the current position of the curling stone in the two frames of images is determined, which are respectively recorded as (x0 , y0 ), (x1 , y1 ), so the speed and angle of the first frame of the image are calculated using the following formulas:
因此,根据上述计算,可以得出第一帧图像I0中当前击打冰壶的运动三元组数据描述为((x0,y0),v0,θ0)。Therefore, based on the above calculation, it can be concluded that the motion triplet data of the current curling stone in the first frame image I0 is described as ((x0 , y0 ), v0 , θ0 ).
本发明实施例中,赛场实时数据还包括时间信息,也即赛场实时数据包括添加了时间戳标识的当前击打冰壶的运动三元组数据描述为((x0,y0),v0,θ0)。In the embodiment of the present invention, the real-time data on the field also includes time information, that is, the real-time data on the field includes the sports triplet data of the current curling ball with a timestamp added, which is described as ((x0 , y0 ), v0 ,θ0 ).
步骤130:将所述赛场实时数据添加至模拟赛场游戏中。Step 130: Add the real-time stadium data to the simulated stadium game.
本发明实施例中,在得到赛场实时数据后,将赛场实时数据添加到转码后的实时视频流对应的图像帧中。从转码后的实时视频流对应的图像帧中提取该赛场实时数据,并添加至模拟赛场游戏中。其中模拟赛场游戏为预先根据真实冰壶比赛场地信息建立的虚拟的冰壶赛场,将获取的当前击打球队编号、当前击打球队对应的冰壶颜色标识、当前双方冰壶位置信息、各个冰壶所属球队信息、冰壶运动轨迹数据等信息,添加至虚拟的冰壶赛场中,从而将实时视频流中真实比赛数据转换为实时的冰壶游戏展示信息,从而恢复赛场信息。实时的冰壶游戏展示信息包括:赛场实时的冰壶位置信息和冰壶所属球队信息、赛场实时的冰壶击打球队信息等。In the embodiment of the present invention, after obtaining the real-time data of the stadium, the real-time data of the stadium is added to the image frame corresponding to the transcoded real-time video stream. Extract the real-time data of the stadium from the image frames corresponding to the transcoded real-time video stream and add it to the simulated stadium game. The simulated arena game is a virtual curling arena established in advance based on real curling competition venue information. It will obtain the current hitting team number, the curling color identification corresponding to the current hitting team, and the current curling position information of both sides. Information such as the team information of each curling stone, curling trajectory data and other information are added to the virtual curling arena, thereby converting the real game data in the real-time video stream into real-time curling game display information, thereby restoring the arena information. Real-time curling game display information includes: real-time curling position information and curling team information on the field, real-time curling hitting team information on the field, etc.
结合图1,将赛场实时数据发送给转码模块,转码模块在对实时视频流进行转码时,通过时间戳标识,在转码后的实时视频流对应的图像帧中插入该赛场实时数据,并将转码后的视频流发送到CDN模块。前端播放器从CDN获取到直播流,提取出赛道实时信息,供前端游戏组件使用,前端游戏组件使用这些信息创建虚拟的虚拟的冰壶赛场中,从而转换为冰壶游戏,呈现在用户屏幕上。本发明实施例中,可通过H5页面插入冰壶击打小游戏。Combined with Figure 1, the real-time data of the stadium is sent to the transcoding module. When transcoding the real-time video stream, the transcoding module inserts the real-time data of the stadium into the image frame corresponding to the transcoded real-time video stream through the timestamp identification. , and send the transcoded video stream to the CDN module. The front-end player obtains the live stream from the CDN and extracts the real-time information of the track for use by the front-end game component. The front-end game component uses this information to create a virtual curling arena, thereby converting it into a curling game and presenting it on the user's screen. superior. In the embodiment of the present invention, the curling hitting mini-game can be inserted through the H5 page.
步骤140:接收用户在所述模拟赛场游戏中的模拟比赛操作信息。Step 140: Receive the user's simulated match operation information in the simulated arena game.
其中,用户使用观看互动终端游戏组件,可根据用户屏幕上展示的实时的冰壶游戏展示信息,选择自己的参赛球队(A队或者B队)。当轮到用户选择的球队击打时,用户可通过游戏操作界面,完成一次冰壶的击打操作。具体地,用户可通过手指压力和手指滑动速度,来操作冰壶的滑动速度。在冰壶滑行的过程中,通过手指在屏幕来回滑动模拟冰球的扫冰动作。本发明实施例中,根据用户的操作,接收用户在模拟赛场游戏中的模拟比赛操作信息。具体地,模拟赛场游戏中冰壶的当前位置可通过提取图像帧中该赛场实时数据来确定。通过识别游戏操作界面中冰壶的位置以及用户手指所触摸位置,来确定用户是否对所述冰壶进行操作,同时根据用户手指在屏幕上的滑动轨迹确定用户手指所控制的冰壶移动的角度数据。Among them, the user uses the viewing interactive terminal game component to select his own participating team (Team A or Team B) based on the real-time curling game display information displayed on the user's screen. When it is the turn of the team selected by the user to hit, the user can complete a curling hit operation through the game operation interface. Specifically, the user can control the sliding speed of the curling stone through finger pressure and finger sliding speed. During the curling process, slide your finger back and forth on the screen to simulate the sweeping motion of the ice puck. In the embodiment of the present invention, according to the user's operation, the user's simulated match operation information in the simulated arena game is received. Specifically, the current position of the curling stone in the simulated arena game can be determined by extracting the real-time data of the arena in the image frame. By identifying the position of the curling stone in the game operation interface and the position touched by the user's finger, it is determined whether the user operates the curling stone, and at the same time, the angle of movement of the curling stone controlled by the user's finger is determined based on the sliding trajectory of the user's finger on the screen. data.
步骤150:根据所述模拟比赛操作信息以及所述实时视频流中运动员的比赛数据,确定所述用户比赛评分。Step 150: Determine the user's competition rating based on the simulated competition operation information and the athlete's competition data in the real-time video stream.
本发明实施例中,在根据模拟比赛操作信息以及所述实时视频流中运动员的比赛数据,确定所述用户比赛评分之前,还根据所述当前视频流数据确定当前冰壶的击打数据,以作为用户评分的基础数据。In the embodiment of the present invention, before determining the user competition score based on the simulated competition operation information and the athlete's competition data in the real-time video stream, the current curling hitting data is also determined based on the current video stream data to determine As the basic data for user ratings.
其中,在获取用户模拟比赛操作信息后,根据所述模拟比赛操作信息,获取用户所击打冰壶的运动轨迹数据,根据所述当前击打冰壶的运动轨迹数据以及所述用户所击打冰壶的运动轨迹数据,确定所述用户比赛评分。具体地,本发明实施例预先建立了冰壶评分模型,冰壶评分模型用于计算用户击打与运动员击打的拟合度。通过冰壶评分模型来确定当前击打冰壶的运动轨迹数据以及所述用户所击打冰壶的运动轨迹数据的拟合度,从而确定用户的比赛评分。Among them, after obtaining the user's simulated game operation information, according to the simulated game operation information, the movement trajectory data of the curling stone hit by the user is obtained. According to the movement trajectory data of the current curling stone hit by the user and the The curling trajectory data is used to determine the user's competition score. Specifically, the embodiment of the present invention pre-establishes a curling scoring model, and the curling scoring model is used to calculate the degree of fit between the user's hitting and the player's hitting. The curling scoring model is used to determine the fitting degree of the motion trajectory data of the current curling stone and the motion trajectory data of the curling stone hit by the user, thereby determining the user's game rating.
通过冰壶评分模型来确定当前击打冰壶的运动轨迹数据以及所述用户所击打冰壶的运动轨迹数据的拟合度的具体过程为:以冰壶运动场地的远端前掷线为分割,将所述用户所击打冰壶的运动轨迹数据切分为第一用户运动轨迹数据及第二用户运动轨迹数据;以冰壶运动场地的远端前掷线为分割,将所述当前击打冰壶的运动轨迹数据切分为第一当前运动轨迹数据和第二当前运动轨迹数据;根据所述第一用户运动轨迹数据、所述第二用户运动轨迹数据、所述第一当前运动轨迹数据及所述第二当前运动轨迹数据,以及对应的拟合度权重,计算所述当前击打冰壶的运动轨迹数据以及所述用户所击打冰壶的运动轨迹数据的拟合度;根据所述拟合度,确定所述用户比赛评分。由于冰壶运动中的场地特性,拟合计算过程中以远端的前掷线为分割,将用户所击打冰壶的运动轨迹数据分为两片,两片数据先独立计算拟合度,给予不同的权重值(离击打目标位置点越近,权重值越大),得到最终的用户拟合度值。其中,本发明实施例并不限定该拟合度权重的具体数值,本领域技术人员可依据具体场景进行相应设置。The specific process of determining the fitting degree of the motion trajectory data of the current curling stone and the motion trajectory data of the curling stone hit by the user through the curling scoring model is: taking the far end throw line of the curling venue as Divide the motion trajectory data of the curling stone hit by the user into the first user motion trajectory data and the second user motion trajectory data; use the far end throw line of the curling venue as the segmentation, divide the current The motion trajectory data of curling is divided into first current motion trajectory data and second current motion trajectory data; according to the first user motion trajectory data, the second user motion trajectory data, the first current motion The trajectory data and the second current movement trajectory data, as well as the corresponding fitting degree weight, calculate the fitting degree of the movement trajectory data of the current curling stone and the movement trajectory data of the curling stone hit by the user; According to the degree of fit, the user competition score is determined. Due to the field characteristics of curling, the far end of the forward throw line is used as a segmentation during the fitting calculation process, and the motion trajectory data of the curling stone hit by the user is divided into two pieces. The two pieces of data are first independently calculated for the fitting degree. Different weight values are given (the closer to the hitting target position, the greater the weight value), and the final user fitness value is obtained. Among them, the embodiment of the present invention does not limit the specific value of the fitting degree weight, and those skilled in the art can make corresponding settings according to specific scenarios.
具体地,假设运动员的当前击打冰壶的运动轨迹数据的数据总量为C,则运动员的当前击打冰壶的运动轨迹数据表示为:Specifically, assuming that the total data amount of the athlete's current motion trajectory data of curling is C, then the athlete's current motion trajectory data of curling is expressed as:
{((x00,y00),v00,θ00)...((x0n,y0n),v0n,θ0n)}。{((x00 ,y00 ),v00 ,θ00 )...((x0n ,y0n ),v0n ,θ0n )}.
用户所击打冰壶的运动轨迹数据表示为:The movement trajectory data of the curling stone hit by the user is expressed as:
{((x10,y10),v10,θ10)...((x1n,y1n),v1n,θ1n)}。{((x10 ,y10 ),v10 ,θ10 )...((x1n ,y1n ),v1n ,θ1n )}.
则冰壶评分模型对总拟合度的计算,可以用如下公式表示:Then the calculation of the total fitting degree of the curling scoring model can be expressed by the following formula:
其中,S(((x,y),v,θ))表示总拟合度,该总拟合度反映用户比赛评分,λ0表示第一用户运动轨迹数据与第一当前运动轨迹数据的拟合度权重,S0表示第一用户运动轨迹数据与第一当前运动轨迹数据的拟合度,λ1表示第二用户运动轨迹数据与第二当前运动轨迹数据的拟合度权重,S1表示第二用户运动轨迹数据与第二当前运动轨迹数据的拟合度。Among them, S(((x,y),v,θ)) represents the total fitting degree, which reflects the user's competition score, and λ0 represents the approximate relationship between the first user's motion trajectory data and the first current motion trajectory data. Fit weight, S0 represents the fitting degree of the first user's motion trajectory data and the first current motion trajectory data, λ1 represents the fitting degree weight of the second user's motion trajectory data and the second current motion trajectory data, S1 represents The degree of fitting between the second user's motion trajectory data and the second current motion trajectory data.
冰壶运动采样数据分片,分片后的数据序列都从0开始,分片后的数据的拟合度Sm和C的表示如下:Curling sports sampling data is fragmented. The data sequences after fragmentation all start from 0. The fitting degrees Sm and C of the fragmented data are expressed as follows:
m=0,N=[21946*C/30176]m=0,N=[21946*C/30176]
m=1,N=C-[21946*C/30176]m=1, N=C-[21946*C/30176]
其中,本发明实施例的冰壶评分模型中,公式中的部分参数值为经验值,如λ0、λ1、μ0、μ1;其中λ0=0.3,λ1=0.7,μ0=0.6,μ1=0.2,μ2=0.2。Among them, in the curling scoring model of the embodiment of the present invention, some parameter values in the formula are empirical values, such as λ0 , λ1 , μ0 , μ1 ; where λ0 =0.3, λ1 =0.7, μ0 = 0.6, μ1 =0.2, μ2 =0.2.
举例来说,评分计算过程如下:For example, the score calculation process is as follows:
假设用户所击打冰壶的运动轨迹数据为{((2500,10),2000,90),((2500,20),2000,90),((2500,22000),100,90),((2500,22100),80,90)};Assume that the movement trajectory data of the curling stone hit by the user is {((2500,10),2000,90),((2500,20),2000,90),((2500,22000),100,90),( (2500,22100),80,90)};
运动员的当前击打冰壶的运动轨迹数据为:The athlete's current curling trajectory data is:
{((2500,10),2300,115),((2400,20),2250,115),((1250,22000),150,115),((1230,22100),140,115)}。{((2500,10),2300,115),((2400,20),2250,115),((1250,22000),150,115),((1230,22100),140,115)}.
将数据分片后,前两组数据为第一片,后两组数据为第二片,将数据代入公式计算:After the data is divided into pieces, the first two groups of data are the first piece, and the last two groups of data are the second piece. Substitute the data into the formula to calculate:
S0=102.653,S1=772.069。S0 =102.653, S1 =772.069.
将上述运算结果代入公式中,则用户比赛评分为:Substituting the above operation results into the formula, the user competition score is:
S=0.3*102.653+0.7*772.069=571.2442。S=0.3*102.653+0.7*772.069=571.2442.
本发明实施例中通过采集多次用户所击打冰壶的运动轨迹数据,从而综合得到用户评分。In the embodiment of the present invention, the motion trajectory data of curling stones hit by multiple users are collected to comprehensively obtain user ratings.
其中,本发明实施例还对各个用户比赛评分进行排名,将所述排名及所述用户比赛评分展示给用户。具体地,通过上述冰壶评分模型对总拟合度计算所有参与观众的数据,,对所有数据进行归一化处理,将最终分数映射到[0,100]区间,得到最终的用户比赛评分。计算出所有用户比赛评分后,生成当前所有参与观众的击打排行榜,发送给观看互动终端。互动终端显示当前用户的击打得分,并且实时更新当前分数排行榜。每一轮比赛结束后,对于积分榜前列的观众,显示排名和特效。Among them, the embodiment of the present invention also ranks each user's competition score, and displays the ranking and the user's competition score to the user. Specifically, the total fitting degree of the above curling scoring model is used to calculate the data of all participating spectators, all data are normalized, and the final score is mapped to the [0,100] interval to obtain the final user competition score. After calculating the competition scores of all users, the ranking list of all current participating spectators is generated and sent to the viewing interactive terminal. The interactive terminal displays the current user's hitting score and updates the current score rankings in real time. After each round of competition, the ranking and special effects will be displayed for the viewers at the top of the standings.
本发明实施例通过获取实时视频流,提取所述实时视频流中的赛场实时数据,将所述赛场实时数据添加至模拟赛场游戏中。然后,接收用户在所述模拟赛场游戏中的模拟比赛操作信息,根据用户的模拟比赛操作信息以及实时视频流中运动员的比赛数据,确定所述用户比赛评分,充分发掘了冰壶运动中观众可参与互动直播方式,通过实时的赛况模拟、观众参与击打和实时评分,使观众从原有的被动接受赛事信号变为主动参与感受赛事氛围,提升了用户的参与度,提高了视频直播前端观看的互动性,解决了冰壶运动直播时间较长、观众无法互动、没有参与感的问题,激发了观众对于冰雪运动的热情,增强了用户体验。In the embodiment of the present invention, the real-time video stream is obtained, the real-time data of the stadium is extracted from the real-time video stream, and the real-time data of the stadium is added to the simulated stadium game. Then, the user's simulated match operation information in the simulated arena game is received, and the user's match score is determined based on the user's simulated match operation information and the athlete's match data in the real-time video stream, fully exploring the potential of the audience in curling. Participate in the interactive live broadcast method, through real-time game simulation, audience participation in hitting and real-time scoring, so that the audience can change from passively accepting event signals to actively participating in experiencing the event atmosphere, improving user participation and improving the front-end viewing of live video The interactivity solves the problem of long curling live broadcast time, inability for the audience to interact and no sense of participation, stimulates the audience's enthusiasm for ice and snow sports, and enhances the user experience.
图5示出了本发明实施例提供的模拟参赛的装置的结构示意图。如图5所示,该装置300包括:Figure 5 shows a schematic structural diagram of a device for simulating competition provided by an embodiment of the present invention. As shown in Figure 5, the device 300 includes:
获取模块310,用于获取实时视频流;Acquisition module 310, used to acquire real-time video streams;
提取模块320,用于提取所述实时视频流中的赛场实时数据;The extraction module 320 is used to extract the real-time data of the stadium in the real-time video stream;
添加模块330,用于将所述赛场实时数据添加至模拟赛场游戏中;Adding module 330, used to add the real-time data of the stadium to the simulated stadium game;
接收模块340,用于接收用户在所述模拟赛场游戏中的模拟比赛操作信息;The receiving module 340 is used to receive the user's simulated match operation information in the simulated arena game;
评分模块350,用于根据所述模拟比赛操作信息以及所述实时视频流中运动员的比赛数据,确定所述用户比赛评分。The scoring module 350 is configured to determine the user's game score based on the simulated game operation information and the player's game data in the real-time video stream.
在一种可选的方式中,所述赛场实时数据包括当前击打球队编号、当前击打球队对应的冰壶颜色标识、当前双方冰壶位置信息、各个冰壶所属球队信息;所述提取所述实时视频流中的赛场实时数据,包括:对所述实时视频流中的图像帧进行图像识别,提取所述当前视频流中的当前击打球队编号以及当前击打球队对应的冰壶颜色标识;对所述实时视频流中的图像帧进行边缘检测,确定所述实时视频流中的当前双方冰壶位置信息;根据所述实时视频流中的当前双方冰壶位置信息及所述冰壶颜色标识,确定各个冰壶所属球队信息。In an optional way, the real-time data on the field includes the current hitting team number, the curling color identification corresponding to the current hitting team, the current curling position information of both sides, and the information of the team to which each curling stone belongs; Extracting the real-time data of the field in the real-time video stream includes: performing image recognition on the image frames in the real-time video stream, extracting the current batting team number and the current batting team corresponding in the current video stream. Curling color identification; perform edge detection on the image frames in the real-time video stream to determine the current curling position information of both parties in the real-time video stream; according to the current curling position information of both parties in the real-time video stream and The color mark of the curling stone determines the information of the team to which each curling stone belongs.
在一种可选的方式中,所述赛场实时数据还包括冰壶运动轨迹数据;所述提取所述实时视频流中的赛场实时数据,包括:获取所述实时视频流中当前击打冰壶的位置、运动速度及运动角度;根据所述当前击打冰壶的位置、运动速度及运动角度,生成所述当前击打冰壶的运动轨迹数据。In an optional manner, the real-time data on the field also includes curling trajectory data; the extracting the real-time data on the field in the real-time video stream includes: obtaining the current curling stone in the real-time video stream. The position, movement speed and movement angle of the currently hit curling stone; and generating the movement trajectory data of the current hitting curling stone based on the current position, movement speed and movement angle of the hitting curling stone.
在一种可选的方式中,所述获取所述实时视频流中当前击打冰壶的位置、运动速度及运动角度,包括:获取所述实时视频流中的第一图像帧和第二图像帧,所述第二图像帧为所述第一图像帧之后间隔预设时长的图像帧;分别获取所述第一图像帧和所述第二图像帧中的当前击打冰壶的位置;根据所述第一图像帧和所述第二图像帧中的当前击打冰壶的位置及所述预设时长,确定所述第一图像帧中所述当前击打冰壶的位置、运动速度及运动角度。In an optional manner, obtaining the current position, movement speed and movement angle of the curling stone in the real-time video stream includes: obtaining the first image frame and the second image in the real-time video stream. frame, the second image frame is an image frame with a preset time interval after the first image frame; obtain the current position of the curling stone in the first image frame and the second image frame respectively; according to The current position of the curling stone in the first image frame and the second image frame and the preset duration are determined to determine the position, movement speed and speed of the current curling stone in the first image frame. Movement angle.
在一种可选的方式中,根据所述模拟比赛操作信息以及所述实时视频流中运动员的比赛数据,确定所述用户比赛评分,包括:根据所述模拟比赛操作信息,获取用户所击打冰壶的运动轨迹数据;根据所述当前击打冰壶的运动轨迹数据以及所述用户所击打冰壶的运动轨迹数据,确定所述用户比赛评分。In an optional manner, determining the user's competition rating based on the simulated competition operation information and the athlete's competition data in the real-time video stream includes: obtaining the user's hits based on the simulated competition operation information. The movement trajectory data of the curling stone; determine the user's competition score based on the movement trajectory data of the current curling stone and the movement trajectory data of the curling stone struck by the user.
在一种可选的方式中,所述根据所述当前击打冰壶的运动轨迹数据以及所述用户所击打冰壶的运动轨迹数据,确定所述用户比赛评分,包括:以冰壶运动场地的远端前掷线为分割,将所述用户所击打冰壶的运动轨迹数据切分为第一用户运动轨迹数据及第二用户运动轨迹数据;以冰壶运动场地的远端前掷线为分割,将所述当前击打冰壶的运动轨迹数据切分为第一当前运动轨迹数据和第二当前运动轨迹数据;根据所述第一用户运动轨迹数据、所述第二用户运动轨迹数据、所述第一当前运动轨迹数据及所述第二当前运动轨迹数据,以及对应的拟合度权重,计算所述当前击打冰壶的运动轨迹数据以及所述用户所击打冰壶的运动轨迹数据的拟合度;根据所述拟合度,确定所述用户比赛评分。In an optional manner, determining the user's competition score based on the movement trajectory data of the current curling stone and the movement trajectory data of the curling stone hit by the user includes: using curling motion The far-end forward throw line of the venue is divided, and the motion trajectory data of the curling stone hit by the user is divided into the first user motion trajectory data and the second user motion trajectory data; the far-end forward throw of the curling sports venue is The line is segmentation, and the motion trajectory data of the current curling stone is divided into the first current motion trajectory data and the second current motion trajectory data; according to the first user motion trajectory data, the second user motion trajectory data data, the first current motion trajectory data and the second current motion trajectory data, and the corresponding fitting degree weight, calculate the motion trajectory data of the current curling stone and the curling stone struck by the user. The degree of fit of the motion trajectory data; based on the degree of fit, the user's competition score is determined.
在一种可选的方式中,所述根据所述模拟比赛操作信息以及所述实时视频流中运动员的比赛数据,确定所述用户比赛评分之后,包括:对各个用户比赛评分进行排名;将所述排名及所述用户比赛评分展示给用户。In an optional manner, after determining the user competition score based on the simulated competition operation information and the athlete's competition data in the real-time video stream, the method includes: ranking each user's competition score; The ranking and the user's competition score are displayed to the user.
本发明实施例的模拟参赛的装置的具体工作过程与上述模拟参赛的方法实施例的具体实施步骤大体一致,此处不再赘述。The specific working process of the device for simulating competition in the embodiment of the present invention is generally consistent with the specific implementation steps of the above-mentioned method embodiment for simulating competition, and will not be described again here.
本发明实施例通过获取实时视频流,提取所述实时视频流中的赛场实时数据,将所述赛场实时数据添加至模拟赛场游戏中。然后,接收用户在所述模拟赛场游戏中的模拟比赛操作信息,根据用户的模拟比赛操作信息以及实时视频流中运动员的比赛数据,确定所述用户比赛评分,充分发掘了冰壶运动中观众可参与互动直播方式,通过实时的赛况模拟、观众参与击打和实时评分,使观众从原有的被动接受赛事信号变为主动参与感受赛事氛围,提升了用户的参与度,提高了视频直播前端观看的互动性,解决了冰壶运动直播时间较长、观众无法互动、没有参与感的问题,激发了观众对于冰雪运动的热情,增强了用户体验。In the embodiment of the present invention, the real-time video stream is obtained, the real-time data of the stadium is extracted from the real-time video stream, and the real-time data of the stadium is added to the simulated stadium game. Then, the user's simulated match operation information in the simulated arena game is received, and the user's match score is determined based on the user's simulated match operation information and the athlete's match data in the real-time video stream, fully exploring the potential of the audience in curling. Participate in the interactive live broadcast method, through real-time game simulation, audience participation in hitting and real-time scoring, so that the audience can change from passively accepting event signals to actively participating in experiencing the event atmosphere, improving user participation and improving the front-end viewing of live video The interactivity solves the problem of long curling live broadcast time, inability for the audience to interact and no sense of participation, stimulates the audience's enthusiasm for ice and snow sports, and enhances the user experience.
图6示出了本发明实施例提供的计算设备的结构示意图,本发明具体实施例并不对该计算设备的具体实现做限定。FIG. 6 shows a schematic structural diagram of a computing device provided by an embodiment of the present invention. Specific embodiments of the present invention do not limit the specific implementation of the computing device.
如图6所示,该计算设备可以包括:处理器(processor)402、通信接口(Communications Interface)404、存储器(memory)406、以及通信总线408。As shown in FIG. 6 , the computing device may include: a processor 402 , a communications interface 404 , a memory 406 , and a communications bus 408 .
其中:处理器402、通信接口404、以及存储器406通过通信总线408完成相互间的通信。通信接口404,用于与其它设备比如客户端或其它服务器等的网元通信。处理器402,用于执行程序410,具体可以执行上述用于模拟参赛的方法实施例中的相关步骤。Among them: the processor 402, the communication interface 404, and the memory 406 complete communication with each other through the communication bus 408. The communication interface 404 is used to communicate with network elements of other devices such as clients or other servers. The processor 402 is configured to execute the program 410. Specifically, it can execute the relevant steps in the above method embodiment for simulating competition.
具体地,程序410可以包括程序代码,该程序代码包括计算机可执行指令。Specifically, program 410 may include program code including computer-executable instructions.
处理器402可能是中央处理器CPU,或者是特定集成电路ASIC(ApplicationSpecific Integrated Circuit),或者是被配置成实施本发明实施例的一个或多个集成电路。计算设备包括的一个或多个处理器,可以是同一类型的处理器,如一个或多个CPU;也可以是不同类型的处理器,如一个或多个CPU以及一个或多个ASIC。The processor 402 may be a central processing unit (CPU), an application specific integrated circuit (ASIC), or one or more integrated circuits configured to implement embodiments of the present invention. The one or more processors included in the computing device may be the same type of processor, such as one or more CPUs; or they may be different types of processors, such as one or more CPUs and one or more ASICs.
存储器406,用于存放程序410。存储器406可能包含高速RAM存储器,也可能还包括非易失性存储器(non-volatile memory),例如至少一个磁盘存储器。Memory 406 is used to store programs 410. The memory 406 may include high-speed RAM memory, and may also include non-volatile memory (non-volatile memory), such as at least one disk memory.
程序410具体可以被处理器402调用使计算设备执行以下操作:Program 410 can specifically be called by processor 402 to cause the computing device to perform the following operations:
获取实时视频流;Get live video streaming;
提取所述实时视频流中的赛场实时数据;Extract the real-time data of the game from the real-time video stream;
将所述赛场实时数据添加至模拟赛场游戏中;Add the real-time data of the stadium to the simulated stadium game;
接收用户在所述模拟赛场游戏中的模拟比赛操作信息;Receive the user’s simulated match operation information in the simulated arena game;
根据所述模拟比赛操作信息以及所述实时视频流中运动员的比赛数据,确定所述用户比赛评分。The user competition rating is determined based on the simulated competition operation information and the athlete's competition data in the real-time video stream.
在一种可选的方式中,所述赛场实时数据包括当前击打球队编号、当前击打球队对应的冰壶颜色标识、当前双方冰壶位置信息、各个冰壶所属球队信息;所述提取所述实时视频流中的赛场实时数据,包括:对所述实时视频流中的图像帧进行图像识别,提取所述当前视频流中的当前击打球队编号以及当前击打球队对应的冰壶颜色标识;对所述实时视频流中的图像帧进行边缘检测,确定所述实时视频流中的当前双方冰壶位置信息;根据所述实时视频流中的当前双方冰壶位置信息及所述冰壶颜色标识,确定各个冰壶所属球队信息。In an optional way, the real-time data on the field includes the current hitting team number, the curling color identification corresponding to the current hitting team, the current curling position information of both sides, and the information of the team to which each curling stone belongs; Extracting the real-time data of the field in the real-time video stream includes: performing image recognition on the image frames in the real-time video stream, extracting the current batting team number and the current batting team corresponding in the current video stream. Curling color identification; perform edge detection on the image frames in the real-time video stream to determine the current curling position information of both parties in the real-time video stream; according to the current curling position information of both parties in the real-time video stream and The color mark of the curling stone determines the information of the team to which each curling stone belongs.
在一种可选的方式中,所述赛场实时数据还包括冰壶运动轨迹数据;所述提取所述实时视频流中的赛场实时数据,包括:获取所述实时视频流中当前击打冰壶的位置、运动速度及运动角度;根据所述当前击打冰壶的位置、运动速度及运动角度,生成所述当前击打冰壶的运动轨迹数据。In an optional manner, the real-time data on the field also includes curling trajectory data; the extracting the real-time data on the field in the real-time video stream includes: obtaining the current curling stone in the real-time video stream. The position, movement speed and movement angle of the currently hit curling stone; and generating the movement trajectory data of the current hitting curling stone based on the current position, movement speed and movement angle of the hitting curling stone.
在一种可选的方式中,所述获取所述实时视频流中当前击打冰壶的位置、运动速度及运动角度,包括:获取所述实时视频流中的第一图像帧和第二图像帧,所述第二图像帧为所述第一图像帧之后间隔预设时长的图像帧;分别获取所述第一图像帧和所述第二图像帧中的当前击打冰壶的位置;根据所述第一图像帧和所述第二图像帧中的当前击打冰壶的位置及所述预设时长,确定所述第一图像帧中所述当前击打冰壶的位置、运动速度及运动角度。In an optional manner, obtaining the current position, movement speed and movement angle of the curling stone in the real-time video stream includes: obtaining the first image frame and the second image in the real-time video stream. frame, the second image frame is an image frame with a preset time interval after the first image frame; obtain the current position of the curling stone in the first image frame and the second image frame respectively; according to The current position of the curling stone in the first image frame and the second image frame and the preset duration are determined to determine the position, movement speed and speed of the current curling stone in the first image frame. Movement angle.
在一种可选的方式中,根据所述模拟比赛操作信息以及所述实时视频流中运动员的比赛数据,确定所述用户比赛评分,包括:根据所述模拟比赛操作信息,获取用户所击打冰壶的运动轨迹数据;根据所述当前击打冰壶的运动轨迹数据以及所述用户所击打冰壶的运动轨迹数据,确定所述用户比赛评分。In an optional manner, determining the user's competition rating based on the simulated competition operation information and the athlete's competition data in the real-time video stream includes: obtaining the user's hits based on the simulated competition operation information. The movement trajectory data of the curling stone; determine the user's competition score based on the movement trajectory data of the current curling stone and the movement trajectory data of the curling stone struck by the user.
在一种可选的方式中,所述根据所述当前击打冰壶的运动轨迹数据以及所述用户所击打冰壶的运动轨迹数据,确定所述用户比赛评分,包括:以冰壶运动场地的远端前掷线为分割,将所述用户所击打冰壶的运动轨迹数据切分为第一用户运动轨迹数据及第二用户运动轨迹数据;以冰壶运动场地的远端前掷线为分割,将所述当前击打冰壶的运动轨迹数据切分为第一当前运动轨迹数据和第二当前运动轨迹数据;根据所述第一用户运动轨迹数据、所述第二用户运动轨迹数据、所述第一当前运动轨迹数据及所述第二当前运动轨迹数据,以及对应的拟合度权重,计算所述当前击打冰壶的运动轨迹数据以及所述用户所击打冰壶的运动轨迹数据的拟合度;根据所述拟合度,确定所述用户比赛评分。In an optional manner, determining the user's competition score based on the movement trajectory data of the current curling stone and the movement trajectory data of the curling stone hit by the user includes: using curling motion The far-end forward throw line of the venue is divided, and the motion trajectory data of the curling stone hit by the user is divided into the first user motion trajectory data and the second user motion trajectory data; the far-end forward throw of the curling sports venue is The line is segmentation, and the motion trajectory data of the current curling stone is divided into the first current motion trajectory data and the second current motion trajectory data; according to the first user motion trajectory data, the second user motion trajectory data data, the first current motion trajectory data and the second current motion trajectory data, and the corresponding fitting degree weight, calculate the motion trajectory data of the current curling stone and the curling stone struck by the user. The degree of fit of the motion trajectory data; based on the degree of fit, the user's competition score is determined.
在一种可选的方式中,所述根据所述模拟比赛操作信息以及所述实时视频流中运动员的比赛数据,确定所述用户比赛评分之后,包括:对各个用户比赛评分进行排名;将所述排名及所述用户比赛评分展示给用户。In an optional manner, after determining the user competition score based on the simulated competition operation information and the athlete's competition data in the real-time video stream, the method includes: ranking each user's competition score; The ranking and the user's competition score are displayed to the user.
本发明实施例的计算设备的具体工作过程与上述模拟参赛的方法实施例的具体实施步骤大体一致,此处不再赘述。The specific working process of the computing device in the embodiment of the present invention is generally consistent with the specific implementation steps of the above-mentioned simulated competition method embodiment, and will not be described again here.
本发明实施例通过获取实时视频流,提取所述实时视频流中的赛场实时数据,将所述赛场实时数据添加至模拟赛场游戏中。然后,接收用户在所述模拟赛场游戏中的模拟比赛操作信息,根据用户的模拟比赛操作信息以及实时视频流中运动员的比赛数据,确定所述用户比赛评分,充分发掘了冰壶运动中观众可参与互动直播方式,通过实时的赛况模拟、观众参与击打和实时评分,使观众从原有的被动接受赛事信号变为主动参与感受赛事氛围,提升了用户的参与度,提高了视频直播前端观看的互动性,解决了冰壶运动直播时间较长、观众无法互动、没有参与感的问题,激发了观众对于冰雪运动的热情,增强了用户体验。In the embodiment of the present invention, the real-time video stream is obtained, the real-time data of the stadium is extracted from the real-time video stream, and the real-time data of the stadium is added to the simulated stadium game. Then, the user's simulated match operation information in the simulated arena game is received, and the user's match score is determined based on the user's simulated match operation information and the athlete's match data in the real-time video stream, fully exploring the potential of the audience in curling. Participate in the interactive live broadcast method, through real-time game simulation, audience participation in hitting and real-time scoring, so that the audience can change from passively accepting event signals to actively participating in experiencing the event atmosphere, improving user participation and improving the front-end viewing of live video The interactivity solves the problem of long curling live broadcast time, inability for the audience to interact and no sense of participation, stimulates the audience's enthusiasm for ice and snow sports, and enhances the user experience.
本发明实施例提供了一种计算机可读存储介质,所述存储介质存储有至少一可执行指令,该可执行指令在计算设备上运行时,使得所述计算设备执行上述任意方法实施例中的模拟参赛的方法。Embodiments of the present invention provide a computer-readable storage medium that stores at least one executable instruction. When the executable instruction is run on a computing device, it causes the computing device to execute any of the above method embodiments. Methods of simulated competition.
可执行指令具体可以用于使得计算设备执行以下操作:Specifically, the executable instructions may be used to cause the computing device to perform the following operations:
获取实时视频流;Get live video streaming;
提取所述实时视频流中的赛场实时数据;Extract the real-time data of the game from the real-time video stream;
将所述赛场实时数据添加至模拟赛场游戏中;Add the real-time data of the stadium to the simulated stadium game;
接收用户在所述模拟赛场游戏中的模拟比赛操作信息;Receive the user’s simulated match operation information in the simulated arena game;
根据所述模拟比赛操作信息以及所述实时视频流中运动员的比赛数据,确定所述用户比赛评分。The user competition rating is determined based on the simulated competition operation information and the athlete's competition data in the real-time video stream.
在一种可选的方式中,所述赛场实时数据包括当前击打球队编号、当前击打球队对应的冰壶颜色标识、当前双方冰壶位置信息、各个冰壶所属球队信息;所述提取所述实时视频流中的赛场实时数据,包括:对所述实时视频流中的图像帧进行图像识别,提取所述当前视频流中的当前击打球队编号以及当前击打球队对应的冰壶颜色标识;对所述实时视频流中的图像帧进行边缘检测,确定所述实时视频流中的当前双方冰壶位置信息;根据所述实时视频流中的当前双方冰壶位置信息及所述冰壶颜色标识,确定各个冰壶所属球队信息。In an optional way, the real-time data on the field includes the current hitting team number, the curling color identification corresponding to the current hitting team, the current curling position information of both sides, and the information of the team to which each curling stone belongs; Extracting the real-time data of the field in the real-time video stream includes: performing image recognition on the image frames in the real-time video stream, extracting the current batting team number and the current batting team corresponding in the current video stream. Curling color identification; perform edge detection on the image frames in the real-time video stream to determine the current curling position information of both parties in the real-time video stream; according to the current curling position information of both parties in the real-time video stream and The color mark of the curling stone determines the information of the team to which each curling stone belongs.
在一种可选的方式中,所述赛场实时数据还包括冰壶运动轨迹数据;所述提取所述实时视频流中的赛场实时数据,包括:获取所述实时视频流中当前击打冰壶的位置、运动速度及运动角度;根据所述当前击打冰壶的位置、运动速度及运动角度,生成所述当前击打冰壶的运动轨迹数据。In an optional manner, the real-time data on the field also includes curling trajectory data; the extracting the real-time data on the field in the real-time video stream includes: obtaining the current curling stone in the real-time video stream. The position, movement speed and movement angle of the currently hit curling stone; and generating the movement trajectory data of the current hitting curling stone based on the current position, movement speed and movement angle of the hitting curling stone.
在一种可选的方式中,所述获取所述实时视频流中当前击打冰壶的位置、运动速度及运动角度,包括:获取所述实时视频流中的第一图像帧和第二图像帧,所述第二图像帧为所述第一图像帧之后间隔预设时长的图像帧;分别获取所述第一图像帧和所述第二图像帧中的当前击打冰壶的位置;根据所述第一图像帧和所述第二图像帧中的当前击打冰壶的位置及所述预设时长,确定所述第一图像帧中所述当前击打冰壶的位置、运动速度及运动角度。In an optional manner, obtaining the current position, movement speed and movement angle of the curling stone in the real-time video stream includes: obtaining the first image frame and the second image in the real-time video stream. frame, the second image frame is an image frame with a preset time interval after the first image frame; obtain the current position of the curling stone in the first image frame and the second image frame respectively; according to The current position of the curling stone in the first image frame and the second image frame and the preset duration are determined to determine the position, movement speed and speed of the current curling stone in the first image frame. Movement angle.
在一种可选的方式中,根据所述模拟比赛操作信息以及所述实时视频流中运动员的比赛数据,确定所述用户比赛评分,包括:根据所述模拟比赛操作信息,获取用户所击打冰壶的运动轨迹数据;根据所述当前击打冰壶的运动轨迹数据以及所述用户所击打冰壶的运动轨迹数据,确定所述用户比赛评分。In an optional manner, determining the user's competition rating based on the simulated competition operation information and the athlete's competition data in the real-time video stream includes: obtaining the user's hits based on the simulated competition operation information. The movement trajectory data of the curling stone; determine the user's competition score based on the movement trajectory data of the current curling stone and the movement trajectory data of the curling stone struck by the user.
在一种可选的方式中,所述根据所述当前击打冰壶的运动轨迹数据以及所述用户所击打冰壶的运动轨迹数据,确定所述用户比赛评分,包括:以冰壶运动场地的远端前掷线为分割,将所述用户所击打冰壶的运动轨迹数据切分为第一用户运动轨迹数据及第二用户运动轨迹数据;以冰壶运动场地的远端前掷线为分割,将所述当前击打冰壶的运动轨迹数据切分为第一当前运动轨迹数据和第二当前运动轨迹数据;根据所述第一用户运动轨迹数据、所述第二用户运动轨迹数据、所述第一当前运动轨迹数据及所述第二当前运动轨迹数据,以及对应的拟合度权重,计算所述当前击打冰壶的运动轨迹数据以及所述用户所击打冰壶的运动轨迹数据的拟合度;根据所述拟合度,确定所述用户比赛评分。In an optional manner, determining the user's competition score based on the movement trajectory data of the current curling stone and the movement trajectory data of the curling stone hit by the user includes: using curling motion The far-end forward throw line of the venue is divided, and the motion trajectory data of the curling stone hit by the user is divided into the first user motion trajectory data and the second user motion trajectory data; the far-end forward throw of the curling sports venue is The line is segmentation, and the motion trajectory data of the current curling stone is divided into the first current motion trajectory data and the second current motion trajectory data; according to the first user motion trajectory data, the second user motion trajectory data data, the first current motion trajectory data and the second current motion trajectory data, and the corresponding fitting degree weight, calculate the motion trajectory data of the current curling stone and the curling stone struck by the user. The degree of fit of the motion trajectory data; based on the degree of fit, the user's competition score is determined.
在一种可选的方式中,所述根据所述模拟比赛操作信息以及所述实时视频流中运动员的比赛数据,确定所述用户比赛评分之后,包括:对各个用户比赛评分进行排名;将所述排名及所述用户比赛评分展示给用户。In an optional manner, after determining the user competition score based on the simulated competition operation information and the athlete's competition data in the real-time video stream, the method includes: ranking each user's competition score; The ranking and the user's competition score are displayed to the user.
本发明实施例的计算机可读存储介质的可执行指令在计算设备上运行时具体工作过程与上述模拟参赛的方法实施例的具体实施步骤大体一致,此处不再赘述。When the executable instructions of the computer-readable storage medium of the embodiment of the present invention are run on the computing device, the specific working process is generally consistent with the specific implementation steps of the above-mentioned simulated competition method embodiment, and will not be described again here.
本发明实施例通过获取实时视频流,提取所述实时视频流中的赛场实时数据,将所述赛场实时数据添加至模拟赛场游戏中。然后,接收用户在所述模拟赛场游戏中的模拟比赛操作信息,根据用户的模拟比赛操作信息以及实时视频流中运动员的比赛数据,确定所述用户比赛评分,充分发掘了冰壶运动中观众可参与互动直播方式,通过实时的赛况模拟、观众参与击打和实时评分,使观众从原有的被动接受赛事信号变为主动参与感受赛事氛围,提升了用户的参与度,提高了视频直播前端观看的互动性,解决了冰壶运动直播时间较长、观众无法互动、没有参与感的问题,激发了观众对于冰雪运动的热情,增强了用户体验。In the embodiment of the present invention, the real-time video stream is obtained, the real-time data of the stadium is extracted from the real-time video stream, and the real-time data of the stadium is added to the simulated stadium game. Then, the user's simulated match operation information in the simulated arena game is received, and the user's match score is determined based on the user's simulated match operation information and the athlete's match data in the real-time video stream, fully exploring the potential of the audience in curling. Participate in the interactive live broadcast method, through real-time game simulation, audience participation in hitting and real-time scoring, so that the audience can change from passively accepting event signals to actively participating in experiencing the event atmosphere, improving user participation and improving the front-end viewing of live video The interactivity solves the problem of long curling live broadcast time, inability for the audience to interact and no sense of participation, stimulates the audience's enthusiasm for ice and snow sports, and enhances the user experience.
本发明实施例提供一种模拟参赛的装置,用于执行上述模拟参赛的方法。An embodiment of the present invention provides a device for simulating competition, which is used to execute the above method for simulating competition.
本发明实施例提供了一种计算机程序,所述计算机程序可被处理器调用使计算设备执行上述任意方法实施例中的模拟参赛的方法。Embodiments of the present invention provide a computer program that can be called by a processor to cause a computing device to execute the simulated competition method in any of the above method embodiments.
本发明实施例提供了一种计算机程序产品,计算机程序产品包括存储在计算机可读存储介质上的计算机程序,计算机程序包括程序指令,当程序指令在计算机上运行时,使得所述计算机执行上述任意方法实施例中的模拟参赛的方法。Embodiments of the present invention provide a computer program product. The computer program product includes a computer program stored on a computer-readable storage medium. The computer program includes program instructions. When the program instructions are run on a computer, the computer causes the computer to execute any of the above. The method of simulating competition in the method embodiment.
在此提供的算法或显示不与任何特定计算机、虚拟系统或者其它设备固有相关。各种通用系统也可以与基于在此的示教一起使用。根据上面的描述,构造这类系统所要求的结构是显而易见的。此外,本发明实施例也不针对任何特定编程语言。应当明白,可以利用各种编程语言实现在此描述的本发明的内容,并且上面对特定语言所做的描述是为了披露本发明的最佳实施方式。The algorithms or displays provided herein are not inherently associated with any particular computer, virtual system, or other device. Various general-purpose systems can also be used with teaching based on this. From the above description, the structure required to construct such a system is obvious. Furthermore, embodiments of the present invention are not directed to any specific programming language. It should be understood that a variety of programming languages may be utilized to implement the invention described herein, and that the above descriptions of specific languages are intended to disclose the best mode of carrying out the invention.
在此处所提供的说明书中,说明了大量具体细节。然而,能够理解,本发明的实施例可以在没有这些具体细节的情况下实践。在一些实例中,并未详细示出公知的方法、结构和技术,以便不模糊对本说明书的理解。In the instructions provided here, a number of specific details are described. However, it is understood that embodiments of the invention may be practiced without these specific details. In some instances, well-known methods, structures, and techniques have not been shown in detail so as not to obscure the understanding of this description.
类似地,应当理解,为了精简本发明并帮助理解各个发明方面中的一个或多个,在上面对本发明的示例性实施例的描述中,本发明实施例的各个特征有时被一起分组到单个实施例、图、或者对其的描述中。然而,并不应将该公开的方法解释成反映如下意图:即所要求保护的本发明要求比在每个权利要求中所明确记载的特征更多的特征。Similarly, it will be understood that in the above description of exemplary embodiments of the invention, various features of embodiments of the invention are sometimes grouped together into a single implementation in order to streamline the invention and assist in understanding one or more of the various inventive aspects. examples, diagrams, or descriptions thereof. This method of disclosure, however, is not to be interpreted as reflecting an intention that the claimed invention requires more features than are expressly recited in each claim.
本领域技术人员可以理解,可以对实施例中的设备中的模块进行自适应性地改变并且把它们设置在与该实施例不同的一个或多个设备中。可以把实施例中的模块或单元或组件组合成一个模块或单元或组件,以及可以把它们分成多个子模块或子单元或子组件。除了这样的特征和/或过程或者单元中的至少一些是相互排斥之外,可以采用任何组合对本说明书(包括伴随的权利要求、摘要和附图)中公开的所有特征以及如此公开的任何方法或者设备的所有过程或单元进行组合。除非另外明确陈述,本说明书(包括伴随的权利要求、摘要和附图)中公开的每个特征可以由提供相同、等同或相似目的的替代特征来代替。Those skilled in the art will understand that modules in the devices in the embodiment can be adaptively changed and arranged in one or more devices different from the embodiment. The modules or units or components in the embodiments may be combined into one module or unit or component, and they may be divided into multiple sub-modules or sub-units or sub-components. All features disclosed in this specification (including accompanying claims, abstract and drawings) and any method so disclosed may be employed in any combination, except that at least some of such features and/or processes or units are mutually exclusive. All processes or units of the equipment are combined. Each feature disclosed in this specification (including accompanying claims, abstract and drawings) may be replaced by alternative features serving the same, equivalent or similar purpose, unless expressly stated otherwise.
应该注意的是上述实施例对本发明进行说明而不是对本发明进行限制,并且本领域技术人员在不脱离所附权利要求的范围的情况下可设计出替换实施例。在权利要求中,不应将位于括号之间的任何参考符号构造成对权利要求的限制。单词“包含”不排除存在未列在权利要求中的元件或步骤。位于元件之前的单词“一”或“一个”不排除存在多个这样的元件。本发明可以借助于包括有若干不同元件的硬件以及借助于适当编程的计算机来实现。在列举了若干装置的单元权利要求中,这些装置中的若干个可以是通过同一个硬件项来具体体现。单词第一、第二、以及第三等的使用不表示任何顺序。可将这些单词解释为名称。上述实施例中的步骤,除有特殊说明外,不应理解为对执行顺序的限定。It should be noted that the above-mentioned embodiments illustrate rather than limit the invention, and that those skilled in the art will be able to design alternative embodiments without departing from the scope of the appended claims. In the claims, any reference signs placed between parentheses shall not be construed as limiting the claim. The word "comprising" does not exclude the presence of elements or steps not listed in a claim. The word "a" or "an" preceding an element does not exclude the presence of a plurality of such elements. The invention may be implemented by means of hardware comprising several different elements and by means of a suitably programmed computer. In the element claim enumerating several means, several of these means may be embodied by the same item of hardware. The use of the words first, second, third, etc. does not indicate any order. These words can be interpreted as names. Unless otherwise specified, the steps in the above embodiments should not be understood as limiting the order of execution.
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| CN202111199876.XACN113992974B (en) | 2021-10-14 | 2021-10-14 | Method, device, computing equipment and computer readable storage medium for simulating competition |
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| CN202111199876.XACN113992974B (en) | 2021-10-14 | 2021-10-14 | Method, device, computing equipment and computer readable storage medium for simulating competition |
| Publication Number | Publication Date |
|---|---|
| CN113992974A CN113992974A (en) | 2022-01-28 |
| CN113992974Btrue CN113992974B (en) | 2023-12-08 |
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| CN202111199876.XAActiveCN113992974B (en) | 2021-10-14 | 2021-10-14 | Method, device, computing equipment and computer readable storage medium for simulating competition |
| Country | Link |
|---|---|
| CN (1) | CN113992974B (en) |
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| CN114979708B (en)* | 2022-05-20 | 2023-10-17 | 咪咕数字传媒有限公司 | Video push method, device, server equipment and readable storage medium |
| CN115002510A (en)* | 2022-05-31 | 2022-09-02 | 北京市商汤科技开发有限公司 | Game viewing system, method, device and storage medium |
| CN115455641A (en)* | 2022-06-21 | 2022-12-09 | 北京服装学院 | A color research and evaluation method for freestyle skiing aerials competition clothing |
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| WO2015126013A1 (en)* | 2014-02-20 | 2015-08-27 | 숭실대학교산학협력단 | Curling analysis method, device for performing same, and recording medium |
| CN109564621A (en)* | 2016-06-03 | 2019-04-02 | 沛勒尔维珍公司 | System and method for tracking a conveyor belt in a motion environment |
| CN109621425A (en)* | 2018-12-25 | 2019-04-16 | 广州华多网络科技有限公司 | A kind of video generation method, device, equipment and storage medium |
| KR20190063449A (en)* | 2017-11-29 | 2019-06-07 | 고려대학교 산학협력단 | System for realistic curling simulation and virtual curling performing method |
| CN110538439A (en)* | 2019-08-27 | 2019-12-06 | 哈尔滨工业大学 | A throwing method of curling robot |
| CN110947177A (en)* | 2019-11-14 | 2020-04-03 | 咪咕互动娱乐有限公司 | Method, system, device and computer-readable storage medium for cloud game teaching interaction |
| CN111738093A (en)* | 2020-05-28 | 2020-10-02 | 哈尔滨工业大学 | An automatic speed measurement method for curling balls based on gradient features |
| CN111803913A (en)* | 2020-06-15 | 2020-10-23 | 北京首钢建设投资有限公司 | Curling motion experience and training system and device based on virtual reality |
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US20200086219A1 (en)* | 2017-01-26 | 2020-03-19 | Lotuseco Co Ltd | Augmented reality-based sports game simulation system and method thereof |
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| WO2015126013A1 (en)* | 2014-02-20 | 2015-08-27 | 숭실대학교산학협력단 | Curling analysis method, device for performing same, and recording medium |
| CN109564621A (en)* | 2016-06-03 | 2019-04-02 | 沛勒尔维珍公司 | System and method for tracking a conveyor belt in a motion environment |
| KR20190063449A (en)* | 2017-11-29 | 2019-06-07 | 고려대학교 산학협력단 | System for realistic curling simulation and virtual curling performing method |
| CN109621425A (en)* | 2018-12-25 | 2019-04-16 | 广州华多网络科技有限公司 | A kind of video generation method, device, equipment and storage medium |
| CN110538439A (en)* | 2019-08-27 | 2019-12-06 | 哈尔滨工业大学 | A throwing method of curling robot |
| CN110947177A (en)* | 2019-11-14 | 2020-04-03 | 咪咕互动娱乐有限公司 | Method, system, device and computer-readable storage medium for cloud game teaching interaction |
| CN111738093A (en)* | 2020-05-28 | 2020-10-02 | 哈尔滨工业大学 | An automatic speed measurement method for curling balls based on gradient features |
| CN111803913A (en)* | 2020-06-15 | 2020-10-23 | 北京首钢建设投资有限公司 | Curling motion experience and training system and device based on virtual reality |
| Title |
|---|
| Takeshi Ito ; Yuuma Kitasei.Proposal and implementation of "digital curling".《2015 IEEE Conference on Computational Intelligence and Games (CIG)》.2015,469-473.* |
| 基于智能视觉的冰壶运动检测与测量;李文佳;《中国优秀硕士学位论文全文数据库 信息科技辑》;全文* |
| 无碰撞冰壶运动轨迹仿真系统的研制;田雨;许明;《系统仿真学报》;第31卷(第3期);494-501* |
| Publication number | Publication date |
|---|---|
| CN113992974A (en) | 2022-01-28 |
| Publication | Publication Date | Title |
|---|---|---|
| CN113992974B (en) | Method, device, computing equipment and computer readable storage medium for simulating competition | |
| US11660531B2 (en) | Scaled VR engagement and views in an e-sports event | |
| Miles et al. | A review of virtual environments for training in ball sports | |
| JP5799442B2 (en) | Virtual golf simulation apparatus and method | |
| US20200035019A1 (en) | Method and system for generating an image | |
| CN107469343B (en) | Virtual reality interaction method, device and system | |
| JP2018518081A (en) | Sports virtual reality system | |
| US11040287B2 (en) | Experience-oriented virtual baseball game apparatus and virtual baseball game control method using the same | |
| US11328559B2 (en) | System and method for enabling wagering event between sports activity players with stored event metrics | |
| TW201145994A (en) | Method for interacting with a video and simulation game system | |
| JP2022132286A (en) | Virtual reality provision system | |
| US20250022347A1 (en) | System and method for enabling wagering event between sports activity players with stored event metrics | |
| US10786742B1 (en) | Broadcast synchronized interactive system | |
| JP2016515248A (en) | Realization of a mini soccer game combining online and offline | |
| KR101864039B1 (en) | System for providing solution of justice on martial arts sports and analyzing bigdata using augmented reality, and Drive Method of the Same | |
| KR101164894B1 (en) | A device and system producing a ball playing image in player's views for the baseball game broadcasting and the recording medium thereof | |
| CN109126100A (en) | Ball controlling percentage calculation method, device, equipment and storage medium | |
| Gade et al. | The (computer) vision of sports: Recent trends in research and commercial systems for sport analytics | |
| CN117065363A (en) | A real-time prediction system for football games and matches based on deep learning | |
| US11606608B1 (en) | Gamification of video content presented to a user | |
| KR20150006624A (en) | Interactive sports events information service system | |
| JP7403581B2 (en) | systems and devices | |
| KR20140065180A (en) | Apparatus and method for providing user experiential contents based on real time broadcast contents | |
| Min et al. | Development of a virtual pitching system in screen baseball game | |
| CN120361541A (en) | Method and device for controlling movement of virtual throwing object, terminal equipment and server |
| Date | Code | Title | Description |
|---|---|---|---|
| PB01 | Publication | ||
| PB01 | Publication | ||
| SE01 | Entry into force of request for substantive examination | ||
| SE01 | Entry into force of request for substantive examination | ||
| GR01 | Patent grant | ||
| GR01 | Patent grant |