技术领域Technical Field
本发明属于游戏外设领域,具体涉及一种游戏手柄的校准测试方法及系统。The invention belongs to the field of game peripherals, and in particular relates to a calibration test method and system for a game controller.
背景技术Background technique
当前手机或平板等游戏设备普遍可以连接外设手柄设备,以便用户使用外设手柄操控手机上具有按键和摇杆等的应用(例如游戏应用等)。在现有技术中,游戏设备与外设手柄的适配,可以通过蓝牙、Wifi或TypeC接口先将手机与外设手柄建立连接。然后,就可以通过按键和摇杆进行游戏操作,比起手机或平板设备会更有真实感,并且大部分游戏手柄中包括震动反馈模块,可以使得玩家的游戏体验更好。Currently, mobile phones, tablets and other gaming devices can generally be connected to external controller devices, so that users can use the external controller to control applications (such as game applications, etc.) on the mobile phone with buttons and joysticks. In the prior art, the adaptation of the gaming device and the external controller can first establish a connection between the mobile phone and the external controller through Bluetooth, Wifi or Type C interface. Then, the game operation can be performed through buttons and joysticks, which will be more realistic than mobile phones or tablet devices, and most game controllers include a vibration feedback module, which can make the player's gaming experience better.
但是在游戏手柄的出厂测试中还存在这一定的缺陷,在出厂后的游戏手柄仍会有出现断触误触等情况发生,这就是在测试环节并没有做到系统性的分析,并且现有大大增加了游戏手柄出现断触误触的概率,所以亟需及一种游戏手柄的校准测试方法及系统来解决上述问题。However, there are still certain defects in the factory testing of game controllers. After leaving the factory, game controllers may still experience disconnection and false touches. This is because no systematic analysis has been done in the testing process, and the existing test method greatly increases the probability of disconnection and false touches in game controllers. Therefore, a calibration test method and system for a game controller are urgently needed to solve the above problems.
发明内容Summary of the invention
鉴于以上所述现有方法的局限,本发明的目的在于提出一种游戏手柄的校准测试方法,以解决现有技术中所存在的一个或多个技术问题,至少提供一种有益的选择或创造条件。In view of the limitations of the existing methods described above, the purpose of the present invention is to propose a calibration test method for a game controller to solve one or more technical problems existing in the prior art and at least provide a beneficial choice or create conditions.
为了实现上述目的,根据本发明的一方面,提供一种游戏手柄的校准测试方法,所述方法包括以下步骤:In order to achieve the above object, according to one aspect of the present invention, a calibration test method for a game controller is provided, the method comprising the following steps:
S100:收集游戏手柄的出厂参数数据;S100: Collecting factory parameter data of the game controller;
S200:将所述出厂参数数据通过模拟运行检测出厂参数数据与游戏设备的适配度;S200: Testing the compatibility of the factory parameter data with the gaming device through simulation operation;
S300:模拟运行得到运行游戏数据;S300: simulate running to obtain running game data;
S400:对游戏数据进行划分并构建差值序列;S400: Divide the game data and construct a difference sequence;
S500:基于所述游戏手柄运行时的运行游戏数据对所述游戏手柄的出厂参数数据进行校准。S500: Calibrate factory parameter data of the game controller based on running game data of the game controller during operation.
进一步地,在所述步骤S100中,所述游戏手柄的出厂参数数据包括:ADC采样电压值、按键触碰灵敏度、固件版本对应编号、摇杆识别位点、震动反馈和接口传输信号效率,对所述参数数据通过无纲量化处理并结合为结构化数据,通过一个测试周期Q等量间隔获取参数数据,并对所述出厂参数数据构建序列parameter。Furthermore, in the step S100, the factory parameter data of the game controller includes: ADC sampling voltage value, button touch sensitivity, firmware version corresponding number, joystick identification position, vibration feedback and interface transmission signal efficiency. The parameter data is processed by dimensionless quantization and combined into structured data, the parameter data is obtained at equal intervals through a test cycle Q, and a sequence parameter is constructed for the factory parameter data.
进一步地,在所述步骤S200中,将所述游戏手柄与游戏设备进行连接,所述游戏设备为手机或平板Furthermore, in step S200, the game controller is connected to a game device, which is a mobile phone or a tablet.
电脑,所述游戏手柄通过蓝牙或WiFi与游戏设备进行无线连接,对所述游戏手柄进行模拟游戏运行,在所述游戏手柄中设置若干个控件,所述控件用于建立并控制游戏手柄与游戏设备传输数据的连接通道,将游戏手柄生成的动作指令通过第一连接通道进行传输,在模拟游戏运行的过程中,将游戏手柄内部设置的结构化数据通过第二连接通道向 游戏设备进行传输,并通过所述第一连接通道与第二连接通道传输的数据传输量确定所述游戏手柄与游戏设备的适配度,所述第一连接通道与第二连接通道均由所述控件建立并控制,所述确定游戏手柄与游戏设备的适配度的方法为:A computer, wherein the game controller is wirelessly connected to the game device via Bluetooth or WiFi, the game operation is simulated for the game controller, a plurality of controls are set in the game controller, the controls are used to establish and control a connection channel for data transmission between the game controller and the game device, the action instructions generated by the game controller are transmitted through a first connection channel, during the process of simulating the game operation, the structured data set inside the game controller is transmitted to the game device through a second connection channel, and the compatibility of the game controller and the game device is determined by the amount of data transmitted through the first connection channel and the second connection channel, the first connection channel and the second connection channel are both established and controlled by the controls, and the method for determining the compatibility of the game controller and the game device is:
S201:将所述数据传输量通过第一传输通道和第二传输通道进行传输分别定义为第一数据 Q 和第二数据 W,所述第一数据 Q 和第二数据 W 均为随时间增加的变量,将所述第一数据Q和第二数据W的初始值定义为0,并通过一段周期时间内,收集相同时间间隔的所述第一数据Q和第二数据W,并定义为Qi和Wi,所述i为第i个间隔时间采集的第一数据Q和第二数据W,Q=[Q1,Q2,Q3……,Qi,……Qn];W=[W1,W2,W3……,Wi,……Wn],所述n为所述数据Qi和Wi完全传输完毕时的采集间隔时间,所述第一数据Q和第二数据W均为数据Qi和Wi的集合。S201: The data transmission volume transmitted through the first transmission channel and the second transmission channel is defined as the first data Q and the second data W respectively, the first data Q and the second data W are variables that increase with time, the initial values of the first data Q and the second data W are defined as 0, and the first data Q and the second data W of the same time interval are collected over a period of time, and are defined as Qi and Wi, wherein i is the first data Q and the second data W collected at the i-th interval, Q=[Q1, Q2, Q3…, Qi, …Qn]; W=[W1, W2, W3…, Wi, …Wn], and n is the collection interval when the data Qi and Wi are completely transmitted, and the first data Q and the second data W are both sets of data Qi and Wi.
S202:通过游戏设备的屏幕显示所述数据Qi和Wi的数据传输进度,并且通过传输进度对所述数据Qi和Wi进行计算得到适配度系数,并且通过适配度系数对数据Qi和Wi是否为游戏设备所识别进行判断,所述适配度系数为Adap,计算适配度系数Adap的方法为:S202: Displaying the data transmission progress of the data Qi and Wi on the screen of the gaming device, calculating the data Qi and Wi according to the transmission progress to obtain the adaptation coefficient, and judging whether the data Qi and Wi are recognized by the gaming device according to the adaptation coefficient, wherein the adaptation coefficient is Adap, and the method for calculating the adaptation coefficient Adap is:
Adap=;Adap= ;
所述)为以自然数e为底的求指数函数,所述/>)为自然对数,所述为求集合的平均数函数,/>为求集合最大值函数,/>为求集合最小值函数;Said ) is an exponential function with natural number e as base, and the /> ) is the natural logarithm, To find the average function of a set, /> To find the maximum value function of a set, /> To find the minimum function of a set;
(计算适配度系数Adap的有益效果为:可将所述数据Qi和Wi通过系数计算可直接带入得到适配度deg,可以减少计算量,可以更快的将适配度映射在游戏设备的屏幕中。)(The beneficial effect of calculating the adaptability coefficient Adap is that the data Qi and Wi can be directly used to obtain the adaptability deg through coefficient calculation, which can reduce the amount of calculation and map the adaptability on the screen of the gaming device more quickly.)
S203:通过所述适配度系数Adap对所述当前时刻的数据Qi和Wi进行代入计算,得到游戏设备与游戏手柄的适配度,所述适配度为deg,deg=()Adap,所述适配度deg表示为当前时刻的数据Qi和Wi在游戏设备中的接收量和游戏设备对游戏手柄的适配度。S203: Substituting the current data Qi and Wi into the adaptation coefficient Adap to obtain the adaptation between the game device and the game controller, where the adaptation is deg, deg=( ) Adap, the adaptation degree deg is expressed as the amount of data Qi and Wi received in the game device at the current moment and the adaptability of the game device to the game controller.
进一步地,在所述步骤S300中,在模拟运行的过程中,将运行时游戏中反馈的游戏数据进行记录,所述反馈的游戏数据主要为游戏与游戏手柄间配合时,是否会产生断触、误触的情况;采集断触次数Dj,误触次数Rj,并在周期T内进行记录,通过计算得到断触率D和误触率R,所述断触率D和误触率R的计算方法为:D=,W=/>。Furthermore, in the step S300, during the simulation operation, the game data fed back during the running game is recorded, and the fed back game data mainly includes whether disconnection and false touch will occur when the game and the game controller cooperate with each other; the number of disconnection Dj and the number of false touch Rj are collected and recorded within a period T, and the disconnection rate D and the false touch rate R are obtained by calculation. The calculation method of the disconnection rate D and the false touch rate R is: D= , W=/> .
进一步地,在所述步骤S400中,将所述断触率D和误触率R基于对其采集的时间序列进行排序以构成校正序列,基于时间顺序对所述校正序列中一个周期内的断触率D和误触率R进行差值计算,并基于多个周期中计算得到的差值构建差值序列Dist,并将差值序列Dist 基于序列中的元素大小进行划分,当Dist[j]≥0时,将所述元素划分为断触率序列GDist,当Dist[j]<0时,将所述元素划分为误触率序列LDist,所述Dist[i]为差值序列的第i位元素,通过所述断触率序列和误触率序列判断游戏手柄在一周期内的失误率随着运行时长的增加而增加的幅度。Furthermore, in the step S400, the disconnection rate D and the false touch rate R are sorted based on the time series collected to form a correction sequence, the disconnection rate D and the false touch rate R in one cycle in the correction sequence are calculated based on the time order, and the difference sequence Dist is constructed based on the differences calculated in multiple cycles, and the difference sequence Dist is divided based on the size of the elements in the sequence. When Dist[j]≥0, the element is divided into a disconnection rate sequence GDist, and when Dist[j]<0, the element is divided into a false touch rate sequence LDist, and Dist[i] is the i-th element of the difference sequence. The disconnection rate sequence and the false touch rate sequence are used to judge the increase in the error rate of the game controller in one cycle as the running time increases.
通过所述游戏手柄运行时的运行游戏数据对所述游戏手柄的出厂参数数据进行校准,基于所述出厂参数数据构建序列 parameter 与失误系数 ATE,进行结果校正,并对所述序列 parameter 进行范围约束,即parameter(i)≥时,即为校正成功;The factory parameter data of the game controller is calibrated by the running game data when the game controller is running, and the sequence parameter and error coefficient ATE are constructed based on the factory parameter data, and the result is corrected, and the range of the sequence parameter is constrained, that is, parameter (i) ≥ When , the calibration is successful;
所述parameter(i)即为序列parameter的第i个元素,所述max(GDist)为断触率序列GDist的最大值,所述即为差值序列Dist的平均值,所述/>即为误触率序列LDist的最小值。The parameter (i) is the i-th element of the sequence parameter, the max (GDist) is the maximum value of the disconnection rate sequence GDist, and the That is, the average value of the difference sequence Dist, the /> This is the minimum value of the false touch rate sequence LDist.
一种游戏手柄的校准测试系统,所述系统包括:游戏手柄、游戏设备、处理器和存储器,所述游戏手柄和游戏设备获取的数据存储在存储器中,通过处理器得到的数据也存储在存储器中,所述游戏手柄、游戏设备和存储器在所述处理器上运行的计算机程序,所述处理器执行所述计算机程序时实现上述方法中的任意一项一种游戏手柄的校准测试方法中的步骤。A calibration and testing system for a game controller, the system comprising: a game controller, a game device, a processor and a memory, wherein data acquired by the game controller and the game device are stored in the memory, data obtained by the processor are also stored in the memory, and the game controller, the game device and the memory are computer programs running on the processor, and when the processor executes the computer program, any one of the above-mentioned methods and steps in a calibration and testing method for a game controller are implemented.
所述系统中各个部分的功能为:The functions of each part in the system are:
游戏设备:通过与游戏手柄连接,完成与游戏手柄的适配及对游戏手柄进行校正和测试;Game equipment: by connecting with the game controller, completing the adaptation with the game controller and calibrating and testing the game controller;
游戏手柄:本发明的测试产品,通过与游戏设备进行连接,通过游戏设备对游戏手柄进行测试;Game controller: The test product of the present invention is connected to a game device, and the game controller is tested through the game device;
处理器:对数据进行处理,将所述游戏设备和游戏手柄中获取和采集的数据在数据库中进行提取,并对所述数据进行处理;Processor: Processing data, extracting the data acquired and collected from the game device and the game controller into a database, and processing the data;
存储器:对数据进行存储,所述存储器中含有数据库,用于存储数据,以及可以让处理器在数据库中进行数据提取。Memory: stores data. The memory contains a database for storing data and allows the processor to extract data from the database.
本发明的有益效果:通过对所述出厂参数数据的采集,并且通过对游戏手柄与游戏设备的计算得到适配度系数Adap,有游戏手柄的适配与游戏设备的计算量大大减少,降低了测试的人力操作,并且根据模拟游戏运行得到的游戏的失误率对游戏手柄与游戏交互时的数据进行校正,通过一个周期的数据收集大大提高了出厂后手柄出现断触或误触的可能性,大大提高了游戏手柄的准确性,提升了用户的游戏体验。The beneficial effects of the present invention are as follows: by collecting the factory parameter data and obtaining the adaptation coefficient Adap by calculating the game controller and the game device, the amount of calculation for the adaptation of the game controller and the game device is greatly reduced, the manual operation of the test is reduced, and the data when the game controller interacts with the game is corrected according to the error rate of the game obtained by simulating the game operation. Through a cycle of data collection, the possibility of disconnection or false touch of the controller after leaving the factory is greatly improved, the accuracy of the game controller is greatly improved, and the user's gaming experience is enhanced.
附图说明BRIEF DESCRIPTION OF THE DRAWINGS
通过对结合附图所示出的实施方式进行详细说明,本发明的上述以及其他特征将更加明显,本发明附图中相同的参考标号表示相同或相似的元素,显而易见地,下面描述中的附图仅仅是本发明的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图,在附图中:The above and other features of the present invention will become more obvious by describing in detail the embodiments shown in the accompanying drawings. The same reference numerals in the accompanying drawings of the present invention represent the same or similar elements. Obviously, the accompanying drawings described below are only some embodiments of the present invention. For those skilled in the art, other accompanying drawings can be obtained based on these accompanying drawings without creative work. In the accompanying drawings:
图一为一种游戏手柄的校准测试方法的流程图。FIG. 1 is a flow chart of a calibration test method for a game controller.
具体实施方式Detailed ways
以下将结合实施例和附图对本发明的构思、具体结构及产生的技术效果进行清楚、完整的描述,以充分地理解本发明的目的、方案和效果。需要说明的是,在不冲突的情况下,本申请中的实施例及实施例中的特征可以相互组合。The following will be combined with the embodiments and drawings to clearly and completely describe the concept, specific structure and technical effects of the present invention, so as to fully understand the purpose, scheme and effect of the present invention. It should be noted that the embodiments and features in the embodiments of this application can be combined with each other without conflict.
在本发明的描述中,若干的含义是一个或者多个,多个的含义是两个以上,大于、小于、超过等理解为不包括本数,以上、以下、以内等理解为包括本数。如果有描述到第一、第二只是用于区分技术特征为目的,而不能理解为指示或暗示相对重要性或者隐含指明所指示的技术特征的数量或者隐含指明所指示的技术特征的先后关系。In the description of the present invention, "several" means one or more, "more" means more than two, "greater than", "less than", "exceed" etc. are understood to exclude the number itself, and "above", "below", "within" etc. are understood to include the number itself. If there is a description of "first" or "second", it is only used for the purpose of distinguishing the technical features, and cannot be understood as indicating or implying the relative importance or implicitly indicating the number of the indicated technical features or implicitly indicating the order of the indicated technical features.
如图1所示为根据本发明的一种游戏手柄的校准测试方法的流程图,下面结合图1来阐述根据本发明的实施方式的一种游戏手柄的校准测试方法。FIG. 1 is a flow chart of a calibration test method for a game controller according to the present invention. The calibration test method for a game controller according to an embodiment of the present invention will be described below in conjunction with FIG. 1 .
本发明提出一种游戏手柄的校准测试方法,所述方法具体包括以下步骤:The present invention provides a calibration test method for a game controller, the method specifically comprising the following steps:
S100:收集游戏手柄的出厂参数数据;S100: Collecting factory parameter data of the game controller;
S200:将所述出厂参数数据通过模拟运行检测出厂参数数据与游戏设备的适配度;S200: Testing the compatibility of the factory parameter data with the gaming device through simulation operation;
S300:模拟运行得到运行游戏数据;S300: simulate running to obtain running game data;
S400:对游戏数据进行划分并构建差值序列;S400: Divide the game data and construct a difference sequence;
S500:基于所述游戏手柄运行时的运行游戏数据对所述游戏手柄的出厂参数数据进行校准。S500: Calibrate factory parameter data of the game controller based on running game data of the game controller during operation.
进一步地,在所述步骤S100中,所述游戏手柄的出厂参数数据包括:ADC采样电压值、按键触碰灵敏度、固件版本对应编号、摇杆识别位点、震动反馈和接口传输信号效率,对所述参数数据通过无纲量化处理并结合为结构化数据,通过一个测试周期Q等量间隔获取参数数据,并对所述出厂参数数据构建序列parameter。Furthermore, in the step S100, the factory parameter data of the game controller includes: ADC sampling voltage value, button touch sensitivity, firmware version corresponding number, joystick identification position, vibration feedback and interface transmission signal efficiency. The parameter data is processed by dimensionless quantization and combined into structured data, the parameter data is obtained at equal intervals through a test cycle Q, and a sequence parameter is constructed for the factory parameter data.
进一步地,在所述步骤S200中,将所述游戏手柄与游戏设备进行连接,所述游戏设备为手机或平板Furthermore, in step S200, the game controller is connected to a game device, which is a mobile phone or a tablet.
电脑,所述游戏手柄通过蓝牙或WiFi与游戏设备进行无线连接,对所述游戏手柄进行模拟游戏运行,在所述游戏手柄中设置若干个控件,所述控件用于建立并控制游戏手柄与游戏设备传输数据的连接通道,将游戏手柄生成的动作指令通过第一连接通道进行传输,在模拟游戏运行的过程中,将游戏手柄内部设置的结构化数据通过第二连接通道向 游戏设备进行传输,并通过所述第一连接通道与第二连接通道传输的数据传输量确定所述游戏手柄与游戏设备的适配度,所述第一连接通道与第二连接通道均由所述控件建立并控制,所述确定游戏手柄与游戏设备的适配度的方法为:A computer, wherein the game controller is wirelessly connected to the game device via Bluetooth or WiFi, the game operation is simulated for the game controller, a plurality of controls are set in the game controller, the controls are used to establish and control a connection channel for data transmission between the game controller and the game device, the action instructions generated by the game controller are transmitted through a first connection channel, during the process of simulating the game operation, the structured data set inside the game controller is transmitted to the game device through a second connection channel, and the compatibility of the game controller and the game device is determined by the amount of data transmitted through the first connection channel and the second connection channel, the first connection channel and the second connection channel are both established and controlled by the controls, and the method for determining the compatibility of the game controller and the game device is:
S201:将所述数据传输量通过第一传输通道和第二传输通道进行传输分别定义为第一数据 Q 和第二数据 W,所述第一数据 Q 和第二数据 W 均为随时间增加的变量,将所述第一数据Q和第二数据W的初始值定义为0,并通过一段周期时间内,收集相同时间间隔的所述第一数据Q和第二数据W,并定义为Qi和Wi,所述i为第i个间隔时间采集的第一数据Q和第二数据W,Q=[Q1,Q2,Q3……,Qi,……Qn];W=[W1,W2,W3……,Wi,……Wn],所述n为所述数据Qi和Wi完全传输完毕时的采集间隔时间,所述第一数据Q和第二数据W均为数据Qi和Wi的集合。S201: The data transmission volume transmitted through the first transmission channel and the second transmission channel is defined as the first data Q and the second data W respectively, the first data Q and the second data W are variables that increase with time, the initial values of the first data Q and the second data W are defined as 0, and the first data Q and the second data W of the same time interval are collected over a period of time, and are defined as Qi and Wi, wherein i is the first data Q and the second data W collected at the i-th interval, Q=[Q1, Q2, Q3…, Qi, …Qn]; W=[W1, W2, W3…, Wi, …Wn], and n is the collection interval when the data Qi and Wi are completely transmitted, and the first data Q and the second data W are both sets of data Qi and Wi.
S202:通过游戏设备的屏幕显示所述数据Qi和Wi的数据传输进度,并且通过传输进度对所述数据Qi和Wi进行计算得到适配度系数,并且通过适配度系数对数据Qi和Wi是否为游戏设备所识别进行判断,所述适配度系数为Adap,计算适配度系数Adap的方法为:S202: Displaying the data transmission progress of the data Qi and Wi on the screen of the gaming device, calculating the data Qi and Wi according to the transmission progress to obtain the adaptation coefficient, and judging whether the data Qi and Wi are recognized by the gaming device according to the adaptation coefficient, wherein the adaptation coefficient is Adap, and the method for calculating the adaptation coefficient Adap is:
Adap=;Adap= ;
所述)为以自然数e为底的求指数函数,所述/>)为自然对数,所述为求集合的平均数函数,/>为求集合最大值函数,/>为求集合最小值函数;Said ) is an exponential function with natural number e as base, and the /> ) is the natural logarithm, To find the average function of a set, /> To find the maximum value function of a set, /> To find the minimum function of a set;
(计算适配度系数Adap的有益效果为:可将所述数据Qi和Wi通过系数计算可直接带入得到适配度deg,可以减少计算量,可以更快的将适配度映射在游戏设备的屏幕中。)(The beneficial effect of calculating the adaptability coefficient Adap is that the data Qi and Wi can be directly used to obtain the adaptability deg through coefficient calculation, which can reduce the amount of calculation and map the adaptability on the screen of the gaming device more quickly.)
S203:通过所述适配度系数Adap对所述当前时刻的数据Qi和Wi进行代入计算,得到游戏设备与游戏手柄的适配度,所述适配度为deg,deg=()Adap,所述适配度deg表示为当前时刻的数据Qi和Wi在游戏设备中的接收量和游戏设备对游戏手柄的适配度。S203: Substituting the current data Qi and Wi into the adaptation coefficient Adap to obtain the adaptation between the game device and the game controller, where the adaptation is deg, deg=( ) Adap, the adaptation degree deg is expressed as the amount of data Qi and Wi received in the game device at the current moment and the adaptability of the game device to the game controller.
进一步地,在所述步骤S300中,在模拟运行的过程中,将运行时游戏中反馈的游戏数据进行记录,所述反馈的游戏数据主要为游戏与游戏手柄间配合时,是否会产生断触、误触的情况;采集断触次数Dj,误触次数Rj,并在周期T内进行记录,通过计算得到断触率D和误触率R,所述断触率D和误触率R的计算方法为:D=,W=/>。Furthermore, in the step S300, during the simulation operation, the game data fed back during the running game is recorded, and the fed back game data mainly includes whether disconnection and false touch will occur when the game and the game controller cooperate with each other; the number of disconnection Dj and the number of false touch Rj are collected and recorded within a period T, and the disconnection rate D and the false touch rate R are obtained by calculation. The calculation method of the disconnection rate D and the false touch rate R is: D= , W=/> .
进一步地,在所述步骤S400中,将所述断触率D和误触率R基于对其采集的时间序列进行排序以构成校正序列,基于时间顺序对所述校正序列中一个周期内的断触率D和误触率R进行差值计算,并基于多个周期中计算得到的差值构建差值序列Dist,并将差值序列Dist 基于序列中的元素大小进行划分,当Dist[j]≥0时,将所述元素划分为断触率序列GDist,当Dist[j]<0时,将所述元素划分为误触率序列LDist,所述Dist[i]为差值序列的第i位元素,通过所述断触率序列和误触率序列判断游戏手柄在一周期内的失误率随着运行时长的增加而增加的幅度。Furthermore, in the step S400, the disconnection rate D and the false touch rate R are sorted based on the time series collected to form a correction sequence, the disconnection rate D and the false touch rate R in one cycle in the correction sequence are calculated based on the time order, and the difference sequence Dist is constructed based on the differences calculated in multiple cycles, and the difference sequence Dist is divided based on the size of the elements in the sequence. When Dist[j]≥0, the element is divided into a disconnection rate sequence GDist, and when Dist[j]<0, the element is divided into a false touch rate sequence LDist, and Dist[i] is the i-th element of the difference sequence. The disconnection rate sequence and the false touch rate sequence are used to judge the increase in the error rate of the game controller in one cycle as the running time increases.
通过所述游戏手柄运行时的运行游戏数据对所述游戏手柄的出厂参数数据进行校准,基于所述出厂参数数据构建序列 parameter 与失误系数 ATE,进行结果校正,并对所述序列 parameter 进行范围约束,即parameter(i)≥时,即为校正成功;The factory parameter data of the game controller is calibrated by the running game data when the game controller is running, and the sequence parameter and error coefficient ATE are constructed based on the factory parameter data, and the result is corrected, and the range of the sequence parameter is constrained, that is, parameter (i) ≥ When , the calibration is successful;
所述parameter(i)即为序列parameter的第i个元素,所述max(GDist)为断触率序列GDist的最大值,所述即为差值序列Dist的平均值,所述/>即为误触率序列LDist的最小值。The parameter (i) is the i-th element of the sequence parameter, the max (GDist) is the maximum value of the disconnection rate sequence GDist, and the That is, the average value of the difference sequence Dist, the /> This is the minimum value of the false touch rate sequence LDist.
一种游戏手柄的校准测试系统,所述系统包括:游戏手柄、游戏设备、处理器和存储器,所述游戏手柄和游戏设备获取的数据存储在存储器中,通过处理器得到的数据也存储在存储器中,所述游戏手柄、游戏设备和存储器在所述处理器上运行的计算机程序,所述处理器执行所述计算机程序时实现上述方法中的任意一项一种游戏手柄的校准测试方法中的步骤。A calibration and testing system for a game controller, the system comprising: a game controller, a game device, a processor and a memory, wherein data acquired by the game controller and the game device are stored in the memory, data obtained by the processor are also stored in the memory, and the game controller, the game device and the memory are computer programs running on the processor, and when the processor executes the computer program, any one of the above-mentioned methods and steps in a calibration and testing method for a game controller are implemented.
所述系统中各个部分的功能为:The functions of each part in the system are:
游戏设备:通过与游戏手柄连接,完成与游戏手柄的适配及对游戏手柄进行校正和测试;Game equipment: by connecting with the game controller, completing the adaptation with the game controller and calibrating and testing the game controller;
游戏手柄:本发明的测试产品,通过与游戏设备进行连接,通过游戏设备对游戏手柄进行测试;Game controller: The test product of the present invention is connected to a game device, and the game controller is tested through the game device;
处理器:对数据进行处理,将所述游戏设备和游戏手柄中获取和采集的数据在数据库中进行提取,并对所述数据进行处理;Processor: Processing data, extracting the data acquired and collected from the game device and the game controller into a database, and processing the data;
存储器:对数据进行存储,所述存储器中含有数据库,用于存储数据,以及可以让处理器在数据库中进行数据提取。Memory: stores data. The memory contains a database for storing data and allows the processor to extract data from the database.
所述一种游戏手柄的校准测试系统可以运行于桌上型计算机、笔记本、掌上电脑及云端数据中心等计算设备中。所述一种游戏手柄的校准测试系统包括,但不仅限于,处理器、存储器。本领域技术人员可以理解,所述例子仅仅是一种游戏手柄的校准测试方法及系统的示例,并不构成对一种游戏手柄的校准测试方法及系统的限定,可以包括比例子更多或更少的部件,或者组合某些部件,或者不同的部件,例如所述一种游戏手柄的校准测试方法及系统还可以包括输入输出设备、网络接入设备、总线等。The calibration and testing system of the game controller can be run in computing devices such as desktop computers, notebooks, PDAs, and cloud data centers. The calibration and testing system of the game controller includes, but is not limited to, a processor and a memory. Those skilled in the art can understand that the example is only an example of a calibration and testing method and system for a game controller, and does not constitute a limitation on the calibration and testing method and system for a game controller, and may include more or less components than the example, or a combination of certain components, or different components. For example, the calibration and testing method and system of the game controller may also include input and output devices, network access devices, buses, etc.
所称处理器可以是中央处理单元(Central Processing Unit,CPU),还可以是其他通用处理器、数字信号处理器 (Digital Signal Processor,DSP)、专用集成电路(Application Specific Integrated Circuit,ASIC)、现场可编程门阵列(Field-Programmable Gate Array,FPGA)或者其他可编程逻辑器件、分立元器件门电路或者晶体管逻辑器件、分立硬件组件等。通用处理器可以是微处理器或者该处理器也可以是任何常规的处理器等,所述处理器是所述一种游戏手柄的校准测试系统的控制中心,利用各种接口和线路连接整个一种游戏手柄的校准测试系统的各个分区域。The processor may be a central processing unit (CPU), or other general-purpose processors, digital signal processors (DSP), application-specific integrated circuits (ASIC), field-programmable gate arrays (FPGA) or other programmable logic devices, discrete component gate circuits or transistor logic devices, discrete hardware components, etc. The general-purpose processor may be a microprocessor or any conventional processor, etc. The processor is the control center of the calibration test system of the game controller, and uses various interfaces and lines to connect the various sub-areas of the entire calibration test system of the game controller.
所述存储器可用于存储所述计算机程序和/或模块,所述处理器通过运行或执行存储在所述存储器内的计算机程序和/或模块,以及调用存储在存储器内的数据,实现所述一种游戏手柄的校准测试方法及系统的各种功能。所述存储器可主要包括存储程序区和存储数据区,其中,存储程序区可存储操作系统、至少一个功能所需的应用程序(比如声音播放功能、图像播放功能等)等;存储数据区可存储根据手机的使用所创建的数据(比如音频数据、电话本等)等。此外,存储器可以包括高速随机存取存储器,还可以包括非易失性存储器,例如硬盘、内存、插接式硬盘,智能存储卡 (Smart Media Card ,SMC),安全数字(Secure Digital ,SD)卡,闪存卡(Flash Card)、至少一个磁盘存储器件、闪存器件、或其他易失性固态存储器件。The memory can be used to store the computer program and/or module, and the processor realizes the various functions of the calibration test method and system of the game controller by running or executing the computer program and/or module stored in the memory, and calling the data stored in the memory. The memory can mainly include a program storage area and a data storage area, wherein the program storage area can store an operating system, an application required for at least one function (such as a sound playback function, an image playback function, etc.), etc.; the data storage area can store data created according to the use of the mobile phone (such as audio data, a phone book, etc.), etc. In addition, the memory can include a high-speed random access memory, and can also include a non-volatile memory, such as a hard disk, a memory, a plug-in hard disk, a smart memory card (Smart Media Card, SMC), a secure digital (Secure Digital, SD) card, a flash card (Flash Card), at least one disk storage device, a flash memory device, or other volatile solid-state storage devices.
本发明提供了一种一种游戏手柄的校准测试方法及系统,通过对所述出厂参数数据的采集,并且根据模拟游戏运行得到的游戏的失误率对游戏手柄与游戏交互时的数据进行校正,通过一个周期的数据收集大大提高了出厂后手柄出现断触或误触的可能性,大大提高了游戏手柄的准确性,提升了用户的游戏体验。The present invention provides a calibration test method and system for a game controller, which collects the factory parameter data and corrects the data when the game controller interacts with the game according to the error rate of the game obtained by simulating the game operation. Through a cycle of data collection, the possibility of disconnection or false touch of the controller after leaving the factory is greatly improved, the accuracy of the game controller is greatly improved, and the user's gaming experience is enhanced.
尽管本发明的描述已经相当详尽且特别对几个所述实施例进行了描述,但其并非旨在局限于任何这些细节或实施例或任何特殊实施例,从而有效地涵盖本发明的预定范围。此外,上文以发明人可预见的实施例对本发明进行描述,其目的是为了提供有用的描述,而那些目前尚未预见的对本发明的非实质性改动仍可代表本发明的等效改动。Although the description of the present invention has been quite detailed and specifically describes several described embodiments, it is not intended to be limited to any of these details or embodiments or any particular embodiment, so as to effectively cover the intended scope of the present invention. In addition, the above description of the present invention is based on the embodiments foreseeable by the inventors, and its purpose is to provide a useful description, and those non-substantial changes to the present invention that are not currently foreseen may still represent equivalent changes of the present invention.
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| CN202211406485.5ACN115738232B (en) | 2022-11-10 | 2022-11-10 | A calibration test method and system for game controller |
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| CN202211406485.5ACN115738232B (en) | 2022-11-10 | 2022-11-10 | A calibration test method and system for game controller |
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| PE01 | Entry into force of the registration of the contract for pledge of patent right | Denomination of invention:A calibration test method and system for a game controller Granted publication date:20240507 Pledgee:Guangzhou Bank Co.,Ltd. Jiangxiao Road Branch Pledgor:GUANGZHOU XIAOJIKUAIPAO NETWORK TECHNOLOGY Co.,Ltd. Registration number:Y2025980035454 |