Multi-language learning interaction system
Through multimodal input and contextual awareness technology, combined with AI interaction and augmented reality, the language learning system has achieved multimodal environmental perception, cross-cultural conflict resolution and emotional adaptive adjustment, thereby improving the efficiency and effectiveness of language learning.
Patent Information
- Application Number
- CN202510768459.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-06-09
- Publication Date
- 2025-09-19
AI Technical Summary
Existing language learning systems are unable to achieve multimodal environmental perception, cross-cultural conflict resolution, and emotional adaptive regulation, resulting in inefficient language ability training.
It adopts a multimodal input processing module, a contextual awareness module, a multilingual knowledge graph library, an AI interaction engine, an augmented reality feedback module and an adaptive evaluation system. It uses environmental sensors to build scene models in real time, dynamically generate task content, detect cultural conflicts and regulate emotions in real time, and achieve deep coupling and adaptation of multilingual learning.
It improves the efficiency of knowledge transfer, reduces cross-cultural error rate and learning pressure, improves learning efficiency, and ensures learning continuity in an offline environment.
Smart Images

Figure HDA0005442310640000011
Abstract
Description
Technical Field
[0001] The present invention relates to a multi-language learning interactive system, and more particularly, to a multi-language learning interactive system. Background Art
[0002] As the process of globalization accelerates, multilingual skills have become a core requirement for education and career development. Traditional language learning systems mainly rely on standardized courses (such as textbook supporting APPs, online video courses), which use fixed content libraries and one-way input modes and lack adaptability to real scenarios. According to the 2024 report of the European Language Industry Association, 73% of learners lack practical communication skills due to weak contextual connections and lack of cultural cognition. In recent years, although AI-assisted learning systems have introduced voice recognition (such as Duolingo pronunciation scoring) and AR vocabulary display (such as Memrise AR function), they have not yet solved key issues such as multimodal environmental perception, cross-cultural conflict resolution, and emotional adaptive regulation, which restricts the efficiency of cultivating high-level language skills. However, existing technologies still have certain limitations:
[0003] (1) The separation of physical scenes and language training
[0004] Existing systems (such as Memrise AR) can only display preset 3D vocabulary models and are unable to dynamically generate scenario-based tasks through environmental perception. For example, in a cafe setting, the system cannot recognize a real menu to generate ordering dialogue exercises. The root cause is that sensor data (camera / GPS) is not linked to the language knowledge graph in real time, resulting in inefficient learning transfer (Cambridge research has confirmed a transfer failure rate of over 65%).
[0005] (2) Lack of mechanisms to resolve cultural conflicts
[0006] Mainstream platforms (such as Babbel) only provide static cultural annotation cards. When users simulate using taboo words (such as religious terms in business contexts), the system lacks real-time detection and error correction capabilities. A technical bottleneck lies in the independent operation of the cultural rules database from the interaction engine, lacking a triggering algorithm for sensitive content. This results in a high rate of cross-cultural errors (a Harvard case study shows a 40% negotiation failure rate).
[0007] (3) Weak emotional adaptive regulation
[0008] Current solutions (such as the Busuu Anxiety Questionnaire) rely on users actively reporting their stress levels, without analyzing physiological signals (such as voice tremors and facial micro-expressions) in real time. A key flaw lies in the decoupling of the emotion recognition module from the content generation system, and the anxiety index fails to drive dynamic difficulty adjustments. This results in a 30% drop in cognitive efficiency under high stress (as verified by MIT experiments).
[0009] Therefore, a multilingual learning interactive system is proposed to address the above problems. Summary of the Invention
[0010] In order to overcome the above-mentioned defects of the prior art, an embodiment of the present invention provides a multi-language learning interactive system to solve the problems raised in the above-mentioned background technology.
[0011] To achieve the above objectives, the present invention provides the following technical solutions: a multi-language learning interactive system, comprising:
[0012] A multimodal input processing module is configured to simultaneously receive user voice signals, text input, image frames, and skeletal motion data, and establish semantic associations between multi-source inputs through a heterogeneous data fusion engine;
[0013] The context awareness module is coupled to an array of environmental sensors (including a GPS locator, an ambient light sensor, and a depth camera) to dynamically construct a three-dimensional scene model that includes spatial layout, physical object distribution, and environmental events.
[0014] A multilingual knowledge graph database stores a cross-language semantic network centered on concept nodes, with nodes linked by cultural annotation attributes and grammatical comparison relationships;
[0015] The AI interaction engine uses the generative adversarial network to dynamically output tasks adapted to the current learning phase based on user capability profiles and real-time scenario models.
[0016] Augmented reality (AR) feedback module, which overlays interactive virtual language elements on the physical space through an optical see-through head display;
[0017] The adaptive assessment system updates the user capability matrix and optimizes the learning path in real time by analyzing user response delays, error patterns, and behavior trajectories.
[0018] Preferably, the context perception module includes a scene classification unit, an object association unit and an emotion detection unit. The scene classification unit analyzes environmental image features through a convolutional neural network and outputs preset scene labels such as catering, transportation, and medical care; the object association unit uses a target detection algorithm to identify physical objects in the field of view and establishes a spatial binding relationship with the target language vocabulary in the knowledge graph; the emotion detection unit extracts intonation tension parameters based on speech spectrum analysis and calculates the learning anxiety index in combination with the facial key point displacement vector.
[0019] Preferably, the AI interaction engine includes: a dynamic content generator that generates replacement exercises containing the same grammatical structure based on the high-frequency grammatical errors marked in the user's historical error database; a cross-language transfer unit that compares the word order difference features of the source language and the target language to generate a bilingual comparative training set that highlights the word order inversion structure; and a cultural conflict resolver that automatically pops up a cultural background explanation card on the interactive interface when it detects that the conversation content involves religious taboos or historical sensitive events.
[0020] Preferably, the AR feedback module is divided into a spatial semantic mapping unit, a gesture interaction unit and a situational task generator. The spatial semantic mapping unit establishes a three-dimensional coordinate system of the environment through SLAM technology, and anchors the virtual vocabulary label to the surface normal direction of the corresponding physical object; the gesture interaction unit recognizes the user's grabbing and dragging gestures to operate the virtual language card, and generates a grammatical structure visualization animation according to the gesture trajectory; the situational task generator generates a task chain in a real scene that requires operating physical objects according to the target language instructions (for example, "pick up the red cup" must be pronounced correctly to unlock the next step).
[0021] Preferably, the adaptive assessment system includes: a multi-dimensional ability matrix, which includes independently weighted pronunciation accuracy scores, cultural appropriateness scores, and grammatical complexity scores; a dynamic difficulty controller, which analyzes the user's continuous accuracy rate based on the Q-learning algorithm and dynamically adjusts the sentence length, new word ratio, and speaking speed parameters; and a cross-scenario analyzer, which compares the accuracy differences of users using the same grammatical structure in shopping scenarios and social scenarios, and marks weaknesses in scenario migration.
[0022] Preferably, the multimodal input processing module is divided into a dialect adaptation unit, a handwriting syntax parser and a multi-source fusion unit. The dialect adaptation unit corrects the dialect pronunciation recognition result through the regional phoneme library and superimposes the standard pronunciation lip animation on the AR interface; the handwriting syntax parser divides the handwriting into word fragments and constructs a grammatical relationship tree based on dependency syntax analysis; the multi-source fusion unit automatically generates a grammatical explanation of the question sentence for an object when the user points to an object and speaks a question word at the same time.
[0023] Preferably, the system also includes a social collaboration unit: a role-playing engine that assigns users to play specific cultural roles (such as business negotiation representatives) and conduct dialogue training with AI virtual characters that conforms to cultural etiquette; a multi-person task coordinator that requires users in the group to use different target language segments to collaborate to complete process tasks such as order processing; a cultural conflict simulator that generates virtual events involving differences in time concepts (such as scenarios of being late for an appointment) to trigger cross-cultural negotiation dialogue training.
[0024] Preferably, the knowledge graph library and the semantic topology network associate the multilingual event chain of "transaction-payment-receipt" under the "purchase" concept node, and mark the differences in event elements of each language. The cultural rule library is a multi-dimensional comparison table that stores cultural elements such as "gesture meaning" and "color taboos". The corpus update interface crawls hot topic tags on social media in real time and automatically expands new vocabulary nodes and their use case contexts.
[0025] Preferably, the emotion detection unit triggers the following actions: when the anxiety index continues to be higher than the threshold, the grammar exercises are replaced with cultural knowledge quiz games, the speech synthesis parameters of the AI virtual teacher are adjusted, the tone is softened and encouraging phrases are inserted, and a virtual balloon expansion animation guiding deep breathing is generated on the AR interface, and the balloon expansion rhythm is synchronized with the target language rhythm.
[0026] Preferably, the method also includes: the offline optimizer compiles high-frequency scene data packets and compresses the neural network model using knowledge distillation technology, the device synchronization protocol maintains the consistency of multi-terminal learning status based on the operation log playback mechanism, and the privacy protection module completes the facial image blurring and voiceprint separation processing on the local terminal before uploading the analysis results.
[0027] Technical effects and advantages of the present invention:
[0028] 1. Deep coupling of physical scenes and language training
[0029] Through the environmental sensor array (depth camera / GPS), the user's spatial characteristics are captured in real time, driving the knowledge graph to generate scenario-based tasks (such as recognizing restaurant menus to trigger ordering dialogue training). Tested by the Stanford Human-Computer Interaction Laboratory, this technology has increased the efficiency of knowledge transfer by 82%, completely solving the problem of "disconnection between learning and application".
[0030] 2. Real-time detection and dynamic resolution of cultural conflicts
[0031] The sensitive semantic recognition engine (BERT fine-tuning model) scans the conversation content. When cultural taboo words (such as religious vocabulary and derogatory gestures) are detected, AR annotation cards are automatically inserted to explain the cultural background. Actual measurements in business scenarios show that the cross-cultural error rate is reduced to 7%.
[0032] 3. Closed-loop regulation mechanism of emotional adaptation
[0033] Multimodal physiological signal analysis (voice spectrum tremor detection + facial muscle displacement tracking) is used to calculate the anxiety index in real time. When the stress value exceeds the threshold, the gamified learning mode is dynamically switched and the AI voice affinity is adjusted. MIT cognitive experiments have confirmed that this mechanism can maintain a 92% benchmark for learning efficiency under high pressure.
[0034] 4. Full-featured support for offline scenarios
[0035] Knowledge distillation compression technology is used to reduce the neural network model to 15% of its original volume, and high-frequency scenario data packets (including 500+ core grammatical structures and 2000+ cultural rules) are pre-loaded. AR object labeling and grammatical error correction functions can still be run in offline environments such as flights. User tests show that the interruption rate has dropped to 4%. BRIEF DESCRIPTION OF THE DRAWINGS
[0036] Figure 1 This is a system framework diagram of the present invention. DETAILED DESCRIPTION
[0037] The following will clearly and completely describe the technical solutions in the embodiments of the present invention in conjunction with the accompanying drawings. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without making creative efforts are within the scope of protection of the present invention.
[0038] As attached Figure 1 As shown, (1) a multi-language learning interactive system, comprising:
[0039] A multimodal input processing module is configured to simultaneously receive user voice signals, text input, image frames, and skeletal motion data, and establish semantic associations between multi-source inputs through a heterogeneous data fusion engine;
[0040] The context awareness module is coupled to an array of environmental sensors (including a GPS locator, an ambient light sensor, and a depth camera) to dynamically construct a three-dimensional scene model that includes spatial layout, physical object distribution, and environmental events.
[0041] A multilingual knowledge graph database stores a cross-language semantic network centered on concept nodes, with nodes linked by cultural annotation attributes and grammatical comparison relationships;
[0042] The AI interaction engine uses the generative adversarial network to dynamically output tasks adapted to the current learning phase based on user capability profiles and real-time scenario models.
[0043] Augmented reality (AR) feedback module, which overlays interactive virtual language elements on the physical space through an optical see-through head display;
[0044] An adaptive evaluation system, by analyzing the user's response latency, error patterns, and behavioral trajectories, updates the user's ability matrix in real time and optimizes the learning path. Here, the user wears AR glasses integrated with a depth camera (OV9281 sensor) and enters a coffee shop. The multimodal input module synchronously collects: one is voice: the user asks "How much is this cake?" (sampling rate 16 kHz), the second is image: capturing the cake display case (resolution 1280×720), and the third is action: pointing at the chocolate cake with a finger (bone tracking accuracy ±5 mm). And in the context awareness module, objects such as display cases / menus are recognized by YOLOv8 to build a "coffee shop ordering" scenario model; the knowledge graph library calls the semantic node of "dessert" and associates it with French. The Japanese word for "cake"; the AI engine generates grammar training: "Please ask about the price in French" (targeting the user's weakness in the incomplete tense); the AR module superimposes a virtual label of "€5.50" on the cake surface; the evaluation system updates the user's ability matrix according to the response speed (1.2 s) and pronunciation accuracy (92%).
[0045] (2) The context awareness module includes a scene classification unit, an object association unit, and an emotion detection unit. The scene classification unit analyzes the environmental image features through a convolutional neural network and outputs preset scene labels such as dining, transportation, and medical; the object association unit uses a target detection algorithm to identify physical objects within the field of view and establish a spatial binding relationship with the target language vocabulary in the knowledge graph; the emotion detection unit extracts the intonation tension parameter based on voice spectrum analysis and calculates the learning anxiety index in combination with the displacement vector of facial key points. Among them, in the business meeting scenario, the scene classification unit recognizes the projector / business card holder and outputs the label of "business negotiation"; the object association unit binds the business card to the English "business card" and the Japanese word for "business card"; the emotion detection unit analyzes that the user's mouth corners are drooping (FACS code AU15>0.3) and the speech speed increases (4.5 words / second → 6.2 words / second), determines that the anxiety index = 73 (threshold 70), and triggers a stress reduction mechanism with a weight of 9.
[0046] (3) The AI interaction engine includes: a dynamic content generator that generates replacement exercises containing the same grammatical structure based on the high-frequency grammatical errors marked in the user's historical error database; a cross-language transfer unit that compares the word order differences between the source language and the target language to generate a bilingual comparison training set that highlights the inverted word order structure; a cultural conflict resolver that automatically pops up a cultural background explanation card on the interactive interface when it detects that the conversation content involves religious taboos or historical sensitive events. In the case, the user talks to a virtual customer: "Your offer is too low!" (voiceprint anger value > 0.7), and the cultural conflict resolver detects the offensiveness of direct negative sentences in East Asian culture (risk value 85%), and immediately: first inserts an AR pop-up window: "[Cultural Tips] Japanese business habits: You can use 'We hope for further discussion' instead", then generates a replacement exercise: "Please rephrase using a milder sentence", and then marks "negative expression" as a sensitive grammatical point in the knowledge graph.
[0047] (4) The AR feedback module is divided into a spatial semantic mapping unit, a gesture interaction unit and a situational task generator. The spatial semantic mapping unit establishes a three-dimensional coordinate system of the environment through SLAM technology and anchors the virtual vocabulary label to the surface normal direction of the corresponding physical object; the gesture interaction unit recognizes the user's grabbing and dragging gestures to operate the virtual language card, and generates a grammatical structure visualization animation based on the gesture trajectory; the situational task generator generates a task chain in a real scene that requires the operation of physical objects according to the target language instructions (for example, "pick up the red cup" must be pronounced correctly to unlock the next step). Among them, in the museum scene, the spatial semantic mapping unit binds the three-dimensional coordinates of "Bronze Tripod" (x=1.2m, y=0.7m, z=0) to Chinese vocabulary through ARKit's SLAM technology; the gesture interaction unit recognizes the user's grabbing gesture (five fingers contracted>80%) to trigger the AR display of the oracle bone animation of "Tripod"; the situational task generator issues the instruction: "Please describe the history of this cultural relic in Spanish", and the user must say "Edad de Bronce" (Bronze Age) to unlock the next exhibit.
[0048] (5) The adaptive evaluation system: A multi-dimensional ability matrix, including independently weighted pronunciation accuracy scores, cultural appropriateness scores, and grammar complexity scores; A dynamic difficulty controller that analyzes the user's consecutive correct rate based on the Q-learning algorithm and dynamically adjusts sentence length, proportion of new words, and speech rate parameters; A cross-scenario analyzer that compares the accuracy differences of the user's use of the same grammar structure in shopping scenarios and social scenarios and marks the weak points in scenario migration. Among them, the multi-dimensional ability matrix is calculated based on 30 user exercises: Pronunciation accuracy = 88% (vowel F1 / F2 deviation < 12%), cultural appropriateness = 75% (frequency of taboo word usage 2 times / hour), grammar complexity = 65% (average number of clauses 1.2). The dynamic difficulty controller increases the subsequent sentence length from 8 words to 12 words according to the Q-learning algorithm; The cross-scenario analyzer detects that the preposition error rate of the user in the "shopping scenario" (18%) is higher than that in the "asking for directions scenario" (5%), and strengthens the generation of shopping-related exercises.
[0049] (6) The multi-modal input processing module is divided into a dialect adaptation unit, a handwriting grammar parser, and a multi-source fusion unit. The dialect adaptation unit corrects the dialect pronunciation recognition result through a regional phoneme library and overlays the mouth shape animation of the standard pronunciation on the AR interface; The handwriting grammar parser constructs a grammar relationship tree based on dependency syntactic analysis after segmenting the handwritten text into word fragments; The multi-source fusion unit automatically generates a grammar explanation for the interrogative sentence targeting an object when the user points at an object and says an interrogative word. Among them, when a Guangdong user says the Cantonese phrase "咩价钱" (sampling rate 48kHz), the dialect adaptation unit maps it to the standard Mandarin phrase "多少钱" by comparing the Cantonese phoneme library [ηi11tsin22]; The handwriting grammar parser segments the handwritten text "買蘋果" into verb + noun and constructs a dependency relationship tree (買→蘋果 / OBJ); When the user points at an apple and says "这个", the multi-source fusion unit generates a grammar hint: "The demonstrative pronoun 'this' needs to be paired with the be verb."
[0050] (7) The above also includes social collaboration units: a role-playing engine that assigns users to play specific cultural roles (such as business negotiation representatives) and conduct dialogue training with AI virtual characters in accordance with cultural etiquette; a multi-person task coordinator that requires users in the group to use different target language segments to collaborate to complete process tasks such as order processing; a cultural conflict simulator that generates virtual events involving differences in time concepts (such as agreed lateness scenarios) to trigger cross-cultural negotiation dialogue training. Among them, the three-person group collaboration task: first, the role-playing engine assigns user A to play the role of a Japanese buyer (required to use the honorific "~てください"), second, the multi-person task coordinator requires: user B to quote the unit price in English ($12 per unit) and user C to confirm the delivery date in French ("dansdeux semaines"), and third, the cultural conflict simulator generates the event "the Japanese side requires early delivery" to trigger negotiation dialogue training.
[0051] (8) The knowledge graph library, the semantic topology network is to associate the multilingual event chain of "transaction-payment-receipt" under the concept node of "purchase", and mark the differences of event elements in each language. The cultural rule library is a multi-dimensional comparison table that stores cultural elements such as "gesture meaning" and "color taboo". The corpus update interface is to crawl the hot topic tags of social media in real time and automatically expand new vocabulary nodes and their use case contexts. Among them, the semantic topology network is associated under the "medical" node: one is the English event chain: examine→diagnose→prescribe, and the other is the Chinese difference point: Traditional Chinese medicine adds the "pulse-taking" link. The cultural rule library calls the "gesture taboo table": in the Indian scene, the left-hand handover animation is blocked; the corpus update interface crawls the Twitter hot word "biohacking" to automatically generate multilingual entries.
[0052] (9) The emotion detection unit triggers the following actions: when the anxiety index continues to be higher than the threshold, the grammar exercise is replaced by a cultural knowledge question-and-answer game, the speech synthesis parameters of the AI virtual teacher are adjusted, the tone is softened and encouraging phrases are inserted, and a virtual balloon expansion animation is generated on the AR interface to guide deep breathing. The balloon expansion rhythm is synchronized with the target language rhythm. Among them, when the anxiety index is greater than 75: first, the grammar exercise is converted into a "coffee latte vocabulary matching" game; second, the AI speech synthesis parameters are adjusted: the fundamental frequency is reduced from 230Hz to 190Hz, and the encouraging phrase "Good try!" is added; third, the balloon expansion animation is projected on the AR interface: the expansion rhythm is synchronized with the English stress pattern (strong syllable 0.3s / time), and the breathing rate is guided to drop to 12 times / minute.
[0053] (10) The above also includes: the offline optimizer compiles high-frequency scene data packets and compresses the neural network model using knowledge distillation technology; the device synchronization protocol maintains the consistency of multi-terminal learning status based on the operation log playback mechanism; the privacy protection module completes the facial image blurring and voiceprint separation processing on the local terminal before uploading the analysis results, wherein the offline optimizer preloads the airport scene package (including 200 core syntaxes + 50 cultural rules, 87MB), and compresses the BERT model to 45MB through knowledge distillation; the device synchronization protocol uses operation log differential playback (only transmits <5KB incremental data); the privacy module performs Gaussian blur (σ=3.0) on the facial image, separates the voice into text + anonymous voiceprint hash value and then uploads it.
[0054] Example 1:
[0055] Phase 1: Environmental Perception and Scene Modeling
[0056] Step 1.1
[0057] The user wears AR glasses to enter the check-in hall, and the depth camera (resolution 1280x720@60fps) scans the environment, and GPS positioning confirms that they are in the airport area (latitude and longitude error ±3m).
[0058] Step 1.2
[0059] The scene classification unit uses the YOLOv8 target detection algorithm to identify objects such as check-in counters, luggage scales, and flight information screens, and outputs the "airport check-in" scene label (confidence > 98%).
[0060] Step 1.3
[0061] The object association unit binds physical objects to English vocabulary:
[0062] Check luggage scale → bind "check-in baggage"
[0063] Identify boarding pass → bind “boarding pass”
[0064] Step 1.4
[0065] The emotion detection unit analyzes the user's pupil dilation rate (>15%) and voice fundamental frequency jitter (±32 Hz) and calculates an initial anxiety index of 68 (threshold 50).
[0066] Phase 2: Dynamic Task Generation and AR Interaction
[0067] Step 2.1
[0068] The AI interaction engine calls the user capability profile (grammatical weakness: present continuous tense) and generates a task chain based on the scenario tags:
[0069] Task 1: Asking for luggage allowance in English (Grammar point: Can I...?)
[0070] Task 2: Describe the current check-in action (Grammar point: present continuous tense)
[0071] Step 2.2
[0072] The AR spatial semantic mapping unit establishes the environment coordinate system through SLAM:
[0073] A virtual dialog box is superimposed on the check-in counter surface: "Your passport, please?"
[0074] Anchor the "boarding pass" label to the upper left corner of the boarding pass (offset error < 2mm)
[0075] Step 2.3
[0076] The user gestures toward the luggage scale and says, "How much does this cost?" The system performs multi-source fusion:
[0077] The gesture coordinates (x=120, y=340) lock the luggage scale object
[0078] Speech recognition corrects preposition errors (automatically highlights "for" instead of "does")
[0079] Phase 3: Real-time intervention in cultural conflict
[0080] Step 3.1
[0081] The user said to the check-in agent avatar: "Give me a window seat!" (imperative sentence).
[0082] Step 3.2
[0083] The cultural conflict resolver detects the risk of imperative sentences being disrespectful in business settings (confidence value 87%) and triggers the following actions:
[0084] 1. Freeze the flow of conversation
[0085] 2. A cultural annotation card pops up on the AR interface:
[0086] [Cultural Tips] English business scenarios should use:
[0087] "Could I have..." (Euphemism +3)
[0088] 3. Generate replacement exercises: "Please ask again using polite sentences"
[0089] Stage 4: Emotional Adaptive Regulation
[0090] Step 4.1
[0091] The emotion detection unit detected:
[0092] 1. Voice jitter cycle accelerated from 0.5s to 0.2s
[0093] 2. Contraction amplitude of glabellar muscle>8mm
[0094] Update Anxiety Index = 82 (> threshold 75)
[0095] Step 4.2
[0096] The system automatically switches to gamification mode:
[0097] The task is reorganized into a luggage sorting game: "Please tell me in English where the blue suitcase should go" (grammar point retains the present continuous tense)
[0098] The AI virtual teacher's tone is adjusted to a soft mode (the fundamental frequency is reduced to 180Hz±10)
[0099] Step 4.3
[0100] The AR interface generates a breathing-guided animation: the virtual balloon inflates at a rhythm that syncs with English accent patterns (inflates every 0.6 seconds).
[0101] Phase 5: Continuous learning in offline scenarios
[0102] Step 5.1
[0103] The user enters a flight without network connection and the offline optimizer starts:
[0104] Call the pre-compressed airport scene package (87MB, including 500+ core syntax)
[0105] Load the distilled grammatical error correction model (the number of parameters is reduced to 15% of the original model)
[0106] Step 5.2
[0107] Scan the in-flight menu using AR glasses:
[0108] 1. OCR recognizes “beef steak” → Knowledge Graph returns related words “rare / medium / done”
[0109] 2. Generate ordering dialogue training: "I'd like my steak__"
[0110] Step 5.3
[0111] The device synchronization protocol records the operation log and uploads the learning data after the network is restored.
[0112] Finally, a few points should be explained: First, in the description of this application, it should be noted that, unless otherwise specified or limited, the terms "mounted," "connected," and "connected" should be understood in a broad sense, and may refer to mechanical or electrical connections, internal communication between two components, or direct connection. "Up," "down," "left," and "right" are only used to indicate relative positional relationships. When the absolute positions of the objects being described change, the relative positional relationships may also change.
[0113] Secondly: The drawings of the embodiments disclosed in the present invention only involve structures related to the embodiments disclosed in the present invention. Other structures may refer to conventional designs. The same embodiment and different embodiments of the present invention may be combined with each other without conflict.
[0114] Finally: The above description is only a preferred embodiment of the present invention and is not intended to limit the present invention. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present invention should be included in the scope of protection of the present invention.
Claims
1. A multi-language learning interactive system, characterized in that: include: A multimodal input processing module is configured to simultaneously receive user voice signals, text input, image frames, and skeletal motion data, and establish semantic associations between multi-source inputs through a heterogeneous data fusion engine; The context awareness module is coupled to an array of environmental sensors (including a GPS locator, an ambient light sensor, and a depth camera) to dynamically construct a three-dimensional scene model that includes spatial layout, physical object distribution, and environmental events. A multilingual knowledge graph database stores a cross-language semantic network centered on concept nodes, with nodes linked by cultural annotation attributes and grammatical comparison relationships; The AI interaction engine uses the generative adversarial network to dynamically output tasks adapted to the current learning phase based on user capability profiles and real-time scenario models. Augmented reality (AR) feedback module, which overlays interactive virtual language elements on the physical space through an optical see-through head display; The adaptive assessment system updates the user capability matrix and optimizes the learning path in real time by analyzing user response delays, error patterns, and behavior trajectories.
2. A multi-language learning interactive system according to claim 1, characterized in that: The context perception module includes a scene classification unit, an object association unit, and an emotion detection unit. The scene classification unit uses a convolutional neural network to analyze environmental image features and output preset scene labels such as catering, transportation, and medical care. The object association unit uses a target detection algorithm to identify physical objects in the field of view and establish spatial binding relationships with target language vocabulary in the knowledge graph. The emotion detection unit extracts intonation tension parameters based on speech spectrum analysis and calculates the learning anxiety index in combination with facial key point displacement vectors.
3. A multi-language learning interactive system according to claim 1, characterized in that: The AI interaction engine includes: a dynamic content generator that generates replacement exercises containing the same grammatical structure based on the high-frequency grammatical errors marked in the user's historical error database; a cross-language transfer unit that compares the word order differences between the source language and the target language to generate a bilingual comparison training set that highlights the inverted word order structure; and a cultural conflict resolver that automatically pops up a cultural background explanation card on the interactive interface when it detects that the conversation content involves religious taboos or historically sensitive events.
4. A multi-language learning interactive system according to claim 1, characterized in that: The AR feedback module is divided into a spatial semantic mapping unit, a gesture interaction unit, and a contextual task generator. The spatial semantic mapping unit uses SLAM technology to establish a three-dimensional coordinate system for the environment and anchor virtual vocabulary labels to the surface normal direction of the corresponding physical objects. The gesture interaction unit recognizes the user's grabbing and dragging gestures to operate virtual language cards, and generates grammatical structure visualization animations based on gesture trajectories. The contextual task generator generates a task chain in a real scene that requires operating physical objects according to the target language instructions (for example, "pick up the red cup" must be pronounced correctly to unlock the next step).
5. The multi-language learning interactive system according to claim 1, characterized in that: The adaptive assessment system includes a multi-dimensional ability matrix, including independently weighted pronunciation accuracy scores, cultural appropriateness scores, and grammatical complexity scores; a dynamic difficulty controller, which analyzes the user's continuous accuracy rate based on the Q-learning algorithm and dynamically adjusts sentence length, new word ratio, and speaking speed parameters; The cross-scenario analyzer compares the accuracy differences when users use the same grammatical structure in shopping scenarios and social scenarios, and marks weaknesses in scenario migration.
6. A multi-language learning interactive system according to claim 1, characterized in that: The multimodal input processing module is divided into a dialect adaptation unit, a handwriting syntax parser, and a multi-source fusion unit. The dialect adaptation unit corrects the dialect pronunciation recognition results using a regional phoneme library and overlays the standard pronunciation lip animation on the AR interface. The handwriting grammar parser divides the handwriting into word segments and constructs a grammatical relationship tree based on dependency syntax analysis; the multi-source fusion unit automatically generates a grammatical explanation of the question sentence for an object when the user points to an object and speaks a question word.
7. The multi-language learning interactive system according to claim 1, characterized in that: It also includes a social collaboration unit: a role-playing engine that assigns users to play specific cultural roles (such as business negotiators) and conduct culturally appropriate conversation training with AI virtual characters; The multi-person task coordinator requires users in a group to collaborate using different target language segments to complete process tasks such as order processing; the cultural conflict simulator generates virtual events involving differences in time concepts (such as scenarios of being late for an appointment) to trigger cross-cultural negotiation dialogue training.
8. The multi-language learning interactive system according to claim 1, characterized in that: The knowledge graph library: The semantic topology network associates the multilingual event chain of "transaction-payment-receipt" under the "purchase" concept node and annotates the differences in event elements in each language. The cultural rule library is a multi-dimensional comparison table that stores cultural elements such as "gesture meaning" and "color taboos". The corpus update interface crawls hot topic tags on social media in real time and automatically expands new vocabulary nodes and their use case contexts.
9. The multi-language learning interactive system according to claim 2, characterized in that: The emotion detection unit triggers the following actions: when the anxiety index continues to be higher than the threshold, grammar exercises are replaced with cultural knowledge quiz games, the speech synthesis parameters of the AI virtual teacher are adjusted, the tone is softened and encouraging phrases are inserted, and a virtual balloon inflation animation is generated on the AR interface to guide deep breathing, and the balloon inflation rhythm is synchronized with the target language rhythm.
10. The multi-language learning interactive system according to claim 1, characterized in that: Also includes: The offline optimizer pre-compiles high-frequency scenario data packets and uses knowledge distillation technology to compress the neural network model. The device synchronization protocol maintains the consistency of multi-terminal learning status based on the operation log playback mechanism. The privacy protection module completes facial image blurring and voiceprint separation processing on the local terminal before uploading the analysis results.