VR-based system for enhancing the resilience of high-risk occupational groups in simulated real-world environments

Through a VR-based simulated reality environment system, multiple scenarios and multiple difficulty levels are provided to provide frustration-tolerant quality training, and the training effect is evaluated in real time, solving the problem of single scenarios and insufficient evaluation of the existing system, and improving the frustration-tolerant quality of high-risk professionals.

CN116850567BActive Publication Date: 2025-08-22THE SECOND AFFILIATED HOSPITAL ARMY MEDICAL UNIV
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Patent Information

Application Number
CN202310744919.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-06-21
Publication Date
2025-08-22
Estimated Expiration
2043-06-21

AI Technical Summary

Technical Problem

The existing VR training system has a single scenario and no difficulty gradation is distinguished. It lacks a evaluating and monitoring system for frustration quality training effects, which cannot meet the needs of frustration quality improvement for high-risk professionals.

Method used

Design a VR-based system to enhance frustration quality for high-risk professionals in simulated reality environments, including experience subsystem, training subsystem, evaluation and monitoring subsystem and wearable devices. The wearable devices provide a VR frustration scene experience and training images with difficulty levels, obtain feedback information, evaluate training effects, and dynamically adjust the training difficulty.

Benefits of technology

VR training with multiple scenarios and multiple difficulty levels has been achieved, real-time assessment of the improvement of frustration tolerance quality, providing personalized training feedback, enhancing the frustration tolerance quality of high-risk professionals, and meeting the needs of the actual environment.

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Abstract

The present invention provides a VR-based system for enhancing the frustration tolerance of high-risk occupational groups in a simulated real-world environment, and relates to the field of VR technology. In the present invention, an experience subsystem is used to provide high-risk occupational groups with experience images of multiple VR frustration scenarios with varying degrees of difficulty through wearable devices; a training subsystem is used to provide high-risk occupational groups with training images corresponding to the current VR frustration scenarios through wearable devices; the wearable devices are used to obtain feedback information from high-risk occupational groups before and after training based on the same VR frustration scenarios with the same degree of difficulty; and an evaluation and monitoring subsystem is used to determine the VR training effect on the frustration tolerance of high-risk occupational groups based on the feedback information, and provide real-time feedback signals of the training effect to the high-risk occupational groups, thereby continuously increasing the difficulty of training and effectively enhancing the frustration tolerance of high-risk occupational groups.
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Description

Technical Field

[0001] The present invention relates to the field of VR technology, and in particular to a VR-based system for enhancing the frustration tolerance of people in high-risk occupations in a simulated real-world environment. Background Art

[0002] Mental toughness (MT) is a core component of the psychological well-being of individuals in high-risk occupations. It refers to an individual's ability to withstand the emotional impact of setbacks and avoid psychological or behavioral disturbances. MT helps individuals in high-risk occupations recover quickly from setbacks and achieve psychological growth. It is a hallmark of their mental health and a crucial factor in determining their work ability, even directly determining victory or defeat within certain limits.

[0003] In the past, frustration tolerance training for high-risk occupational groups has mostly involved group or educational training, or physical training to enhance their resilience. Because the frustrations faced by high-risk occupational groups, such as work environments and tasks, are inherently dangerous, difficult to simulate, irreversible, and difficult to repeat, conventional frustration tolerance training cannot create the same level of psychological stress as real-life frustration situations. It is difficult to achieve the desired level of difficulty, rigor, and practical application. Existing frustration tolerance training systems for high-risk occupational groups that simulate real-world environments include virtual reality-based resilience training (STRIVE).

[0004] However, the STRIVE system was developed based on the battlefield VR system and is still in its infancy. The scenes are single and the difficulty levels are not differentiated. The training methods are not universal, and there is a lack of a frustration tolerance training effect evaluation and monitoring system. As a result, there is a lack of a frustration tolerance enhancement system for high-risk occupational groups based on real-world environments. Summary of the Invention

[0005] (1) Technical problems solved

[0006] In response to the shortcomings of the existing technology, the present invention provides a VR-based system for enhancing the frustration tolerance of people in high-risk occupations in a simulated real environment, which solves the technical problems of a single scene without distinguishing difficulty levels, and a lack of a frustration tolerance training effect evaluation and monitoring system.

[0007] (2) Technical solution

[0008] To achieve the above objectives, the present invention is implemented through the following technical solutions:

[0009] A VR-based system for enhancing the frustration tolerance of people in high-risk occupations in a simulated real-world environment, including an experience subsystem, a training subsystem, an assessment and monitoring subsystem, and wearable devices;

[0010] The experience subsystem is used to provide high-risk occupational groups with experience images of VR frustration scenarios with varying degrees of difficulty through wearable devices;

[0011] The training subsystem is used to provide training images corresponding to VR frustration scenarios to people in high-risk occupations through wearable devices;

[0012] The wearable device is used to obtain feedback information from high-risk occupational groups before and after training based on the same VR frustration scenario with the same difficulty level;

[0013] The evaluation and monitoring subsystem is used to judge the effect of VR training on frustration tolerance of high-risk occupational groups based on feedback information; if the training is effective, the training difficulty is increased or the VR frustration scene is changed; otherwise, the training difficulty is reduced or maintained.

[0014] Preferably, the feedback information includes at least psychological index, physiological index and behavioral index data.

[0015] Preferably, the psychological index data includes frustration level scores for VR frustration scenarios given by people in high-risk occupations before and after training, which are divided into 1 to 5 levels, with the higher the score, the stronger the frustration;

[0016] The physiological indicator data includes heart rate variability and eye movement of high-risk occupational groups before and after training; wherein the heart rate variability includes at least the low-frequency to high-frequency ratio, the low-frequency standard value and the high-frequency standard value. The eye movement data includes at least the number of blinks, the number of fixations, the pupil position and the eye movement heat map;

[0017] The behavioral indicator data include the reaction time of the high-risk occupational group before and after training.

[0018] Preferably, judging the VR training effect of frustration tolerance of high-risk occupational groups based on feedback information specifically refers to:

[0019] In a single cycle, the paired sample t-test method was used to compare the mean differences in frustration rating, heart rate variability, eye movement, and reaction time of each individual in the high-risk occupational group before and after training for the same VR frustration scenario. If the mean difference before and after was statistically significant, that is, the first preset condition was met, then the training achieved immediate results;

[0020] Over multiple cycles, the variance analysis of repeated measurement data compared the mean differences in each individual's frustration level score, heart rate variability, eye movement, and reaction time for the same VR frustration scene before training, after the first cycle, after the second cycle, and after the third cycle; if the comparison of the mean before and after is statistically significant, that is, the second preset condition is met, then the training achieves a delay effect.

[0021] Illustratively, the first preset condition and the second preset condition in the embodiment of the present invention can both be set to a P value less than 0.05, that is, a difference is considered statistically significant when P<0.05.

[0022] Preferably, the VR frustration scenario types include behavioral frustration, emotional frustration and cognitive frustration scenarios, specifically including:

[0023] (1) Normal

[0024] A two-way live-fire shooting scenario during a hostage rescue mission during jungle combat – behavioral setbacks from mission failure;

[0025] Driving in dangerous conditions to search for suspicious targets - explosions, injuries to comrades, failure to find or finding the wrong target, behavioral setbacks that make the mission impossible to complete successfully;

[0026] Witnessing the sacrifice of comrades in street fighting after losing communication with the main force – the emotional setback of facing the sacrifice of familiar people and experiencing firsthand the cruelty of war;

[0027] How to cope with the cognitive setback of culture shock;

[0028] (2) Wartime

[0029] Being criticized by the leader - how to properly deal with the cognitive setbacks caused by the leader's criticism;

[0030] When transferring or regrading, the assessment always fails to meet the standards - the mission failed, the training courses did not meet the standards, and there are behavioral setbacks as to whether one can continue.

[0031] Preferably, the training screen includes:

[0032] A frustration tolerance vaccination training screen corresponding to the behavioral frustration scenario;

[0033] A frustration tolerance cognitive reappraisal training screen corresponding to the emotional frustration scenario;

[0034] A training screen for discovering the benefits of frustration tolerance corresponding to the cognitive frustration scenario.

[0035] Preferably, the difficulty levels include easy, medium and difficult.

[0036] Preferably, the wearable device includes:

[0037] VR equipment, used to present the experience screen and training screen;

[0038] A physiological feedback device for collecting heart rate variability indicators;

[0039] Eye tracker, used to collect eye movement indicators;

[0040] and the VR device’s own plug-in for obtaining frustration level scores and reaction time indicators.

[0041] (3) Beneficial effects

[0042] The present invention provides a VR-based system for enhancing the frustration tolerance of people in high-risk occupations by simulating a real-world environment. Compared with existing technologies, it has the following beneficial effects:

[0043] In the present invention, the experience subsystem is used to provide high-risk occupational groups with experience images of multiple VR frustration scenarios with different difficulty levels through wearable devices; the training subsystem is used to provide high-risk occupational groups with training images corresponding to the current VR frustration scenarios through wearable devices; the wearable devices are used to obtain feedback information of the high-risk occupational groups before and after training based on the same VR frustration scenarios with the same difficulty levels; the evaluation and monitoring subsystem is used to judge the VR training effect of the high-risk occupational groups' frustration tolerance based on the feedback information, and provide real-time feedback signals of the training effect to the high-risk occupational groups, thereby continuously increasing the difficulty of training and effectively enhancing the frustration tolerance of the high-risk occupational groups. BRIEF DESCRIPTION OF THE DRAWINGS

[0044] In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the embodiments or the description of the prior art. Obviously, the drawings described below are only some embodiments of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0045] Figure 1 This is a structural block diagram of a VR-based system for enhancing the frustration tolerance of people in high-risk occupations in a simulated real-world environment provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0046] To make the objectives, technical solutions, and advantages of the embodiments of the present invention more clear, the technical solutions in the embodiments of the present invention are clearly and completely described. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of them. All other embodiments derived by persons of ordinary skill in the art based on the embodiments of the present invention without inventive effort are within the scope of protection of the present invention.

[0047] The embodiments of the present application provide a VR-based system for enhancing the frustration tolerance of people in high-risk occupations in a simulated real-world environment, thereby solving the technical problems of a single scene without distinguishing difficulty levels, and a lack of a frustration tolerance training effect evaluation and monitoring system.

[0048] The technical solution in the embodiments of the present application is to solve the above technical problems, and the overall idea is as follows:

[0049] In an embodiment of the present invention, the experience subsystem is used to provide high-risk occupational groups with experience images of multiple VR frustration scenarios with varying degrees of difficulty through wearable devices; the training subsystem is used to provide high-risk occupational groups with training images corresponding to the current VR frustration scenarios through wearable devices; the wearable devices are used to obtain feedback information of the high-risk occupational groups before and after training based on the same VR frustration scenarios with the same degree of difficulty; the evaluation and monitoring subsystem is used to judge the VR training effect of the frustration tolerance of the high-risk occupational groups based on the feedback information, and provide real-time feedback signals of the training effect to the high-risk occupational groups, thereby continuously increasing the difficulty of training, and thereby effectively enhancing the frustration tolerance of the high-risk occupational groups.

[0050] In order to better understand the above technical solution, the above technical solution will be described in detail below with reference to the accompanying drawings and specific implementation methods.

[0051] Example:

[0052] like Figure 1 As shown, an embodiment of the present invention provides a VR-based system for enhancing the frustration tolerance of people in high-risk occupations in a simulated real-world environment. The system is characterized by including an experience subsystem, a training subsystem, an evaluation and monitoring subsystem, and a wearable device. Each subsystem and the wearable device can be connected and interacted with each other.

[0053] The experience subsystem is used to provide high-risk occupational groups with experience images of VR frustration scenarios with varying degrees of difficulty through wearable devices;

[0054] The training subsystem is used to provide training images corresponding to VR frustration scenarios to people in high-risk occupations through wearable devices;

[0055] The wearable device is used to obtain feedback information from high-risk occupational groups before and after training based on the same VR frustration scenario with the same difficulty level;

[0056] The evaluation and monitoring subsystem is used to judge the effect of VR training on frustration tolerance of high-risk occupational groups based on feedback information; if the training is effective, the training difficulty is increased or the VR frustration scene is changed; otherwise, the training difficulty is reduced or maintained.

[0057] The embodiments of the present invention use virtual reality technology to construct a typical VR frustration scene experience system for high-risk occupational groups based on a real environment with a hierarchy of difficulty, a VR training system for the frustration tolerance of high-risk occupational groups, and a multi-quality evaluation indicator monitoring system for the VR training effect of frustration tolerance. The system is conceptual, immersive, and interactive, and can awaken the frustration experience of high-risk occupational groups and conduct frustration tolerance training for high-risk occupational groups.

[0058] Next, the various components of the above technical solution will be described in detail:

[0059] First, it should be noted that the wearable device in the embodiment of the present invention includes at least:

[0060] A VR device (e.g., a wearable virtual reality helmet such as HTC Vive Pro Eye) is used to present the experience screen and the training screen;

[0061] A physiological feedback instrument (e.g., an eight-channel multi-parameter physiological feedback instrument that records heart rate variability frequency domain indicators through fingertip blood volume pulsation) is used to collect heart rate variability indicators;

[0062] An eye tracker (such as the one built into the HTC VIVE Pro Eye professional edition VR glasses) to collect eye movement metrics;

[0063] and the VR device’s own plug-in for obtaining frustration level scores and reaction time indicators.

[0064] For the experience subsystem, it uses VR equipment to provide high-risk occupational groups with experience images of VR frustration scenarios with varying degrees of difficulty.

[0065] Illustratively, the difficulty levels in the embodiment of the present invention include easy, medium and difficult.

[0066] Exemplarily, the VR frustration scenario types include behavioral frustration, emotional frustration, and cognitive frustration scenarios, specifically including:

[0067] (1) Normal

[0068] A two-way live-fire shooting scenario during a hostage rescue mission during jungle combat – behavioral setbacks from mission failure;

[0069] Driving in dangerous conditions to search for suspicious targets - explosions, injuries to comrades, failure to find or finding the wrong target, behavioral setbacks that make the mission impossible to complete successfully;

[0070] Witnessing the sacrifice of comrades in street fighting after losing communication with the main force – the emotional setback of facing the sacrifice of familiar people and experiencing firsthand the cruelty of war;

[0071] How to cope with the cognitive setback of culture shock;

[0072] (2) Wartime

[0073] Being criticized by the leader - how to properly deal with the cognitive setbacks caused by the leader's criticism;

[0074] When transferring or regrading, the assessment always fails to meet the standards - the mission failed, the training courses did not meet the standards, and there are behavioral setbacks as to whether one can continue.

[0075] For the training subsystem, it provides training images corresponding to VR frustration scenarios to people in high-risk occupations through VR equipment.

[0076] Specifically, the training screen includes:

[0077] (1) A frustration tolerance vaccination training screen corresponding to the behavioral frustration scenario.

[0078] For example, the frustration tolerance vaccination training screen may be a screen for guiding people in high-risk occupations to perform abdominal 4-1-5 deep breathing training and self-suggestion training.

[0079] (2) A frustration tolerance cognitive reappraisal training screen corresponding to the emotional frustration scenario.

[0080] For example, the frustration tolerance cognitive reappraisal training picture can be a picture that guides people in high-risk occupations to believe that they are excellent people in high-risk occupations and that frustration is beneficial to their physical and mental health.

[0081] (3) A training screen for discovering the benefits of frustration tolerance corresponding to the cognitive frustration scenario.

[0082] Exemplarily, the frustration tolerance benefit discovery training picture can be a picture that guides people in high-risk occupations to cognitively adapt from the personal level, the comrade level, and the national defense level.

[0083] For wearable devices, feedback information is obtained from high-risk occupational groups before and after training based on the same VR frustration scenarios with the same difficulty levels.

[0084] In an embodiment of the present invention, the wearable device obtains feedback information at least twice: once before training when the wearable device receives stimulation from a designated VR frustration scene; and once after training when the wearable device receives stimulation from the same VR frustration scene again.

[0085] Specifically, the feedback information includes at least psychological indicators, physiological indicators and behavioral indicators data, specifically:

[0086] The psychological indicator data includes frustration ratings for VR frustration scenarios given by people in high-risk occupations before and after training, on a scale of 1 to 5, with higher scores indicating greater frustration (e.g., 1 represents no frustration, 3 represents moderate frustration, and 5 represents extreme frustration). The frustration rating data is directly provided by people in high-risk occupations and automatically captured by a built-in plug-in for VR devices.

[0087] The physiological indicator data includes heart rate variability and eye movement data for high-risk occupational groups before and after training. The heart rate variability includes at least the low-frequency to high-frequency ratio, the low-frequency standard value, and the high-frequency standard value. The eye movement data includes at least the number of blinks, the number of fixations, pupil location, and an eye movement heat map. The heart rate variability data is collected by a physiological feedback device, and the eye movement data is collected by an eye tracker.

[0088] Heart rate variability (HRV) refers to heart rate variability, reflecting the degree of activation of the body's parasympathetic and sympathetic nerves. It is the result of precise neurohumoral regulation of the cardiovascular system and can assess an individual's emotional regulation ability, stress, and cognitive load. It is divided into two indicators: time domain and frequency domain. The frequency domain indicator separates total power (TP) into its low-frequency (LF, 0.04-0.15 Hz) and high-frequency (HF, 0.15-0.4 Hz) components based on power spectral density (PSD). These two components reflect sympathetic and parasympathetic nerve activity, respectively. The standardized LF and HF values ​​are more representative of sympathetic and parasympathetic nerve activity. The low-frequency component LFnorm of the frequency domain index is mediated by the vagus nerve and sympathetic nerve, mainly reflecting sympathetic nerve activity and related to the slow variation component of heart rate. A higher HRV, including the LFnorm index, indicates that the brain has better control over peripheral physiology and the individual is better adapted (LFnorm = LF power / (total power - very low frequency power) × 100, and the same is true for HFnorm).

[0089] Eye movement research is an important method in cognitive psychology research. The eye-mind hypothesis suggests a direct link between eye movements and cognition. Eye tracking technology is an effective way to examine the brain's cognitive activities and the emotional responses that accompany these activities. By recording information such as the number of fixations, fixation duration, pupil position, and blink frequency, it is an effective indicator for analyzing the brain's cognitive processing and can effectively reflect an individual's real-time acquisition and processing of information.

[0090] in:

[0091] (1) Blinking is positively correlated with cognitive activity and anxiety, and can be used to evaluate psychological activities. The number of blinks is related to psychology, and the number of blinks increases significantly when one is nervous, tired, anxious, or frustrated.

[0092] (2) The number of fixations is the number of fixations made by the subject in a specific study area (area of ​​interest), reflecting the subject's familiarity and interest in the area, as well as the subject's efficiency in searching for effective information. The greater the cognitive load, the greater the number of fixations;

[0093] (3) Gaze duration reflects the degree of psychological load of cognitive processing. Long processing time indicates that the cognitive psychological load brought by the task is large. The Immediacy assumption and the Eye-mind assumption of eye movement point out that gaze duration reflects the cognitive processing time of information; the Strategy-tactics model believes that the spatial position characteristics of the gaze point are important factors in obtaining information; the Eye-mind processing model points out that the length of time the eyes gaze at a certain content represents the length of time the brain processes the content. As the cognitive load increases, the individual's pupil gaze point will be more concentrated, and the number of gazes and gaze time will increase significantly. The shorter the gaze time and the fewer the number of gazes, the higher the level of cognitive processing.

[0094] (4) The eye movement heat map reflects the subject's area of ​​interest and mainly records all the subject's eye movement data in the gaze area of ​​the specified scene.

[0095] The behavioral indicator data includes the reaction time of high-risk occupational groups before and after training. The reaction time is also automatically obtained by the VR device's built-in plug-in.

[0096] Reaction time, also known as "reaction latency," is the interval between the presentation of a stimulus and the onset of a response. This latency includes the time required for sensory organs, brain processing, neural input and output, and muscle effector responses, with brain processing taking the longest.

[0097] As for the evaluation and monitoring subsystem, it judges the effect of VR training on frustration tolerance of high-risk occupational groups based on feedback information; if the training is effective, the training difficulty will be increased or the VR frustration scene will be changed in the next training cycle; otherwise, the training difficulty will be reduced or maintained in the next training cycle.

[0098] Specifically, judging the VR training effect of frustration tolerance among high-risk occupational groups based on feedback information refers to (assuming a total of three monitoring cycles, lasting one month and once every 10 days, i.e., a monitoring frequency of three times):

[0099] In a single cycle, the paired sample t-test method was used to compare the mean differences in frustration rating, heart rate variability, eye movement, and reaction time of each individual in the high-risk occupational group before and after training for the same VR frustration scenario. If the mean difference before and after was statistically significant, that is, the first preset condition was met, then the training achieved immediate results;

[0100] Over multiple cycles, the variance analysis of repeated measurement data compared the mean differences in each individual's frustration level score, heart rate variability, eye movement, and reaction time for the same VR frustration scene before training, after the first cycle, after the second cycle, and after the third cycle; if the comparison of the mean before and after is statistically significant, that is, the second preset condition is met, then the training achieves a delay effect.

[0101] Illustratively, the first preset condition and the second preset condition in the embodiment of the present invention can both be set to a P value less than 0.05, that is, a difference is considered statistically significant when P<0.05.

[0102] In summary, compared with the existing technology, the present invention has the following beneficial effects:

[0103] 1. The embodiments of the present invention use virtual reality technology to construct a typical VR frustration scene experience system for high-risk occupational groups based on a real environment with a hierarchy of difficulty, a VR training system for the frustration tolerance of high-risk occupational groups, and a multi-quality evaluation indicator monitoring system for the VR training effect of frustration tolerance. The system is conceptual, immersive, and interactive, and can awaken the frustration experience of high-risk occupational groups and conduct frustration tolerance training for high-risk occupational groups.

[0104] 2. The embodiment of the present invention uses feedback information from the frustration tolerance training process of high-risk occupational groups, and dynamically monitors the values ​​of evaluation indicators during the frustration tolerance training process of high-risk occupational groups according to the multi-quality evaluation indicator monitoring system for frustration tolerance training effects, and provides real-time feedback signals of the training effects to the high-risk occupational groups, thereby continuously increasing the difficulty of training, and then enhancing the frustration tolerance of high-risk occupational groups. It provides a set of effective intelligent training technologies and equipment for frustration tolerance training of high-risk occupational groups, which have clear targets, can quantify the evaluation of psychological, physiological and behavioral indicators, have a complete training platform, and meet the needs of the real environment. It provides equipment and software support for improving the frustration tolerance of high-risk occupational groups, helps to select excellent high-risk operators, can ensure the mobility, flexibility, safety, repeatability and controllability of training, provides equipment support for future portable, wearable and equipment-based training, provides strong guarantees for improving the mental health and combat effectiveness of high-risk occupational groups, and has good application value.

[0105] It should be noted that, in this article, relational terms such as first and second, etc. are only used to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply the existence of any such actual relationship or order between these entities or operations. Moreover, the terms "comprise", "include" or any other variants thereof are intended to cover non-exclusive inclusion, so that the process, method, article or equipment including a series of elements includes not only those elements, but also includes other elements not explicitly listed, or also includes elements inherent to such process, method, article or equipment. In the absence of further restrictions, the elements defined by the sentence "comprise a..." do not exclude the presence of other identical elements in the process, method, article or equipment including the elements.

[0106] The above embodiments are only used to illustrate the technical solutions of the present invention, rather than to limit the same. Although the present invention has been described in detail with reference to the aforementioned embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the aforementioned embodiments, or make equivalent replacements for some of the technical features therein. However, these modifications or replacements do not deviate the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the various embodiments of the present invention.

Claims

1. A VR-based system for enhancing the frustration tolerance of people in high-risk occupations in a simulated real-world environment, characterized by: Including experience subsystem, training subsystem, evaluation and monitoring subsystem and wearable devices; The experience subsystem is used to provide high-risk occupational groups with experience images of VR frustration scenarios with varying degrees of difficulty through wearable devices; The training subsystem is used to provide training images corresponding to VR frustration scenarios to people in high-risk occupations through wearable devices; The wearable device is used to obtain feedback information from high-risk occupational groups before and after training based on the same VR frustration scenario with the same difficulty level; The evaluation and monitoring subsystem is used to judge the effect of VR training on the frustration tolerance of people in high-risk occupations based on feedback information; If the training is effective, increase the training difficulty or change the VR frustration scene; otherwise, reduce or maintain the training difficulty; The feedback information includes at least psychological index, physiological index and behavioral index data; The psychological indicator data includes frustration ratings given by high-risk occupational groups before and after training for VR frustration scenarios, with ratings ranging from 1 to 5, where higher scores indicate greater frustration. The physiological indicator data includes heart rate variability and eye movement of high-risk occupational groups before and after training; wherein the heart rate variability includes at least the low-frequency to high-frequency ratio, the low-frequency standard value, and the high-frequency standard value; the eye movement data includes at least the number of blinks, the number of fixations, pupil position, and an eye movement heat map; The behavioral indicator data include reaction time of high-risk occupational groups before and after training; The VR training effect of judging the frustration tolerance of high-risk occupational groups based on feedback information specifically refers to: In a single cycle, the paired sample t-test method was used to compare the mean differences in frustration rating, heart rate variability, eye movement, and reaction time of each individual in the high-risk occupational group before and after training for the same VR frustration scenario. If the mean difference before and after was statistically significant, that is, the first preset condition was met, then the training achieved immediate results; Over multiple cycles, repeated measurement data analysis of variance compared the mean differences in each individual's frustration rating, heart rate variability, eye movement, and reaction time for the same VR frustration scenario before training, after the first cycle, after the second cycle, and after the third cycle. If the mean differences before and after training were statistically significant, that is, if the second pre-condition was met, then the training achieved a delay effect. The first preset condition and / or the second preset condition is set as a P value less than 0.

05.

2. The VR-based system for enhancing the frustration tolerance of high-risk occupational groups in a simulated real-world environment as claimed in claim 1, characterized in that: The types of VR frustration scenarios include behavioral frustration, emotional frustration, and cognitive frustration scenarios, specifically including: (1) Normal A two-way live-fire shooting scenario during a hostage rescue mission during jungle combat – behavioral setbacks from mission failure; Driving in dangerous conditions to search for suspicious targets - explosions, injuries to comrades, failure to find or finding the wrong target, behavioral setbacks that make the mission impossible to complete successfully; Witnessing the sacrifice of comrades in street fighting after losing communication with the main force – the emotional setback of facing the sacrifice of familiar people and experiencing firsthand the cruelty of war; How to cope with the cognitive setback of culture shock; (2) Wartime Being criticized by the leader - how to properly deal with the cognitive setbacks caused by the leader's criticism; When transferring or regrading, the assessment always fails to meet the standards - the mission failed, the training courses did not meet the standards, and there are behavioral setbacks as to whether one can continue.

3. The VR-based system for enhancing the frustration tolerance of high-risk occupational groups in a simulated real-world environment as claimed in claim 2, characterized in that: The training screen includes: A frustration tolerance vaccination training screen corresponding to the behavioral frustration scenario; a frustration tolerance cognitive reappraisal training screen corresponding to the emotional frustration scenario; and a frustration tolerance benefit discovery training screen corresponding to the cognitive frustration scenario.

4. The VR-based system for enhancing the frustration tolerance of high-risk occupational groups in a simulated real-world environment as claimed in claim 1, characterized in that: The difficulty level includes easy, medium and hard.

5. The VR-based system for enhancing the frustration tolerance of high-risk occupational groups in a simulated real-world environment as claimed in claim 1 is characterized in that: The wearable device includes: VR equipment, used to present the experience screen and training screen; physiological feedback instrument, used to collect heart rate variability indicators; Eye tracker, used to collect eye movement indicators; and the VR device’s own plug-in for obtaining frustration level scores and reaction time indicators.

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