A gamified reading method and system for ancient books based on VR technology
By introducing gamified reading methods into VR technology and using semantic analysis to design game content and virtual guides, the problem of lack of fun in reading ancient books has been solved, and users' reading interest and learning effects have been enhanced.
Patent Information
- Application Number
- CN202211563726.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-12-07
- Publication Date
- 2025-09-26
- Estimated Expiration
- 2042-12-07
AI Technical Summary
Existing virtual reality technology lacks interest in reading ancient books, resulting in difficulty in reading and lack of motivation for readers.
Through a gamified reading method of ancient books based on VR technology and using semantic analysis to design game content, users can choose games in different theme categories to assist in reading, including question-and-answer games, clue prompts, and guidance from virtual guides, and present knowledge concepts in the form of pictures, texts, and audio.
It increases the fun of reading ancient books and users' motivation to learn, reduces the difficulty of reading through immersive and interactive means, and enhances memory effect.
Smart Images

Figure CN115957504B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of virtual reality technology, and in particular to a method and system for gamified reading of ancient books based on VR technology. Background Art
[0002] Ancient Chinese books are excellent works of literature, cultural relics, and even artistic value. However, due to the difficulty of accessing and searching for ancient books, the complexity of specialized content, language barriers to ancient Chinese, and cultural differences between ancient and modern times, reading ancient books is difficult and readers lack motivation to read them. Virtual reality technology, with its immersive and interactive features, has a wide range of applications in the cultural and educational fields, demonstrating unparalleled advantages in reducing the cognitive load of learning content and increasing user interest in reading. However, most current applications of virtual reality technology for ancient books focus on presenting virtual scenes of the book content, lacking the fun of reading ancient books using VR technology. Summary of the Invention
[0003] To this end, the embodiments of the present application provide a method and system for gamified reading of ancient books based on VR technology, which enhances the fun of ancient book reading through virtual reality technology and serious games.
[0004] In the first aspect, the present application provides a gamified reading method for ancient books based on VR technology.
[0005] This application is achieved through the following technical solutions:
[0006] A gamified reading method for ancient books based on VR technology, the method comprising:
[0007] Receiving a reading request for a target ancient book initiated by a user in the ancient book reading space, responding to the reading request, and displaying the target ancient book content in the ancient book reading space for the user to read, wherein the target ancient book content includes a photocopy of the original ancient book content and the ancient book text content;
[0008] Receive a first assisted reading request initiated by a user on a reading interface, respond to the first assisted reading request initiated by the user, provide the user with game content divided into several different subject categories for selection, receive a first selection instruction from the user, enter the corresponding game content and perform assisted reading through a question-and-answer game.
[0009] In a preferred example of the present application, it can be further configured to receive a second auxiliary reading request initiated by the user on the reading interface, respond to the second auxiliary reading request initiated by the user, and display the knowledge concept content of the target ancient book to the user in the form of pictures and texts on the reading interface.
[0010] In a preferred example of the present application, it can be further configured to receive a third auxiliary reading request initiated by the user in the reading interface, respond to the third auxiliary reading request initiated by the user, and present the knowledge concept content of the target ancient book to the user in audio form.
[0011] In a preferred example of the present application, it can be further configured that before the step of providing the user with game contents divided into several different theme categories for selection, the step further includes:
[0012] Based on the semantic analysis method, several knowledge points are extracted from the content of the target ancient book. With the several knowledge points as the core, the game plot, elements, scenes, narration and knowledge question and answer content are designed to obtain game content divided into several different theme categories.
[0013] In a preferred example of the present application, the steps of receiving the user's first selection instruction and entering the corresponding game content to assist in reading through the quiz game may include:
[0014] When users are playing the question-and-answer game, the system will provide corresponding game rewards, clue prompts, and task progress prompts based on the preset feedback mechanism.
[0015] In a preferred example of the present application, it can be further configured that the method of performing the corresponding game reward includes any one or more of the following:
[0016] During the quiz game, the system obtains the target answer selected by the user and compares the target answer with the preset answer. If the target answer is consistent with the preset answer, the user's target answer is judged to be correct, and the system provides the user with a preset praise. If the target answer is inconsistent with the preset answer, the user's target answer is judged to be incorrect, and the system provides the user with a preset encouragement.
[0017] Counting the correct rate of all quiz questions answered by the user in the quiz game at the current difficulty level, comparing the correct rate with a preset threshold, and updating the difficulty level of the quiz game if the correct rate reaches the preset threshold. The props used by the user in the quiz game will undergo preset changes based on the updated difficulty level, wherein the game content under each theme category is divided into several different difficulty levels;
[0018] When the user completes the quiz game of all difficulty levels under the current theme category, the system will reward the user with a preset number of points.
[0019] In a preferred example of the present application, it can be further configured that the way of providing clue prompts includes any one or more of the following:
[0020] If the system does not receive the user's selection instruction for the current quiz question within the preset answering time limit of the quiz game, the system will present an answer hint button on the answering page for the user to click on the answer hint button to obtain the corresponding answer hint;
[0021] If the target answer selected by the user is inconsistent with the preset answer in the system, the user is judged to have answered incorrectly. The system will present an explanation button on the answer page for the user to click on to obtain the corresponding explanation of the error reason and the correct answer;
[0022] A virtual guide character is set in the quiz game, and the virtual guide character guides the user's quiz game process through body movements and facial expressions.
[0023] On the second aspect, the present application provides an ancient book gamification reading system based on VR technology.
[0024] This application is achieved through the following technical solutions:
[0025] A VR-based ancient book gamification reading system, comprising:
[0026] The ancient book reading module is used to receive a reading request for a target ancient book initiated by a user in the ancient book reading space, respond to the reading request, and display the content of the target ancient book in the ancient book reading space for the user to read. The content of the target ancient book includes a photocopy of the original text of the ancient book and the text of the ancient book;
[0027] The auxiliary reading module is used to receive a first auxiliary reading request initiated by a user on a reading interface, respond to the first auxiliary reading request initiated by the user, provide the user with game content divided into several different subject categories for selection, receive the user's first selection instruction, enter the corresponding game content and perform auxiliary reading through a question-and-answer game.
[0028] In a third aspect, the present application provides a computer device.
[0029] This application is achieved through the following technical solutions:
[0030] A computer device comprises a memory, a processor, and a computer program stored in the memory and executable on the processor. When the processor executes the computer program, the steps of any one of the aforementioned methods for gamifying reading of ancient books based on VR technology are implemented.
[0031] In a fourth aspect, the present application provides a computer-readable storage medium.
[0032] This application is achieved through the following technical solutions:
[0033] A computer-readable storage medium stores a computer program, which, when executed by a processor, implements the steps of any one of the aforementioned methods for gamifying ancient book reading based on VR technology.
[0034] In summary, compared with the prior art, the beneficial effects brought about by the technical solution provided by the embodiment of the present application include at least: by receiving and responding to the reading request initiated by the user for the target ancient book in the reading space, the content of the target ancient book is displayed in the reading space for the user to read; receiving and responding to the first auxiliary reading request initiated by the user in the reading interface, providing the user with game content divided into several different subject categories for selection, receiving the user's first selection instruction, entering the corresponding game content and performing auxiliary reading through a question-and-answer game. By utilizing the advantages of virtual reality technology and serious games in empowering education, the ancient book reading digital application that combines the two is applied, so that users can become characters in serious games with the help of virtual reality wearable devices. In the serious game world, they can learn the content of ancient books by passing the question-and-answer game. It has the characteristics of immersion and interactivity, weakens the difficulty of ancient book reading in an entertaining way, and improves the user's motivation to learn the content of ancient books and the long-term memory. BRIEF DESCRIPTION OF THE DRAWINGS
[0035] Figure 1 A flowchart of a method for gamified reading of ancient books based on VR technology is provided as an exemplary embodiment of the present application. DETAILED DESCRIPTION
[0036] This specific embodiment is merely an explanation of the present application and is not a limitation of the present application. After reading this specification, those skilled in the art may make non-creative modifications to the present embodiment as needed, but as long as they are within the scope of the claims of the present application, they are protected by the patent law.
[0037] To make the purpose, technical solutions, and advantages of the embodiments of this application more clear, the technical solutions in the embodiments of this application will be clearly and completely described below in conjunction with the drawings in the embodiments of this application. Obviously, the described embodiments are part of the embodiments of this application, not all of the embodiments. Based on the embodiments in this application, all other embodiments obtained by ordinary technicians in this field without making creative efforts are within the scope of protection of this application.
[0038] In addition, the term "and / or" in this application is simply a description of the association relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent three situations: A exists alone, A and B exist simultaneously, and B exists alone. In addition, the character " / " in this application, unless otherwise specified, generally indicates that the related objects are in an "or" relationship.
[0039] In this application, the terms "first", "second", etc. are used to distinguish identical or similar items with substantially the same effects and functions. It should be understood that there is no logical or temporal dependency between "first", "second", and "nth", nor is there any limitation on the quantity and execution order.
[0040] The embodiments of the present application are described in further detail below with reference to the accompanying drawings.
[0041] In one embodiment of the present application, a method for reading ancient books in a gamified manner based on VR technology is provided, such as Figure 1 As shown, the main steps are described as follows:
[0042] S10: receiving a reading request for a target ancient book initiated by a user in the ancient book reading space, responding to the reading request, and displaying the target ancient book content in the ancient book reading space for the user to read, wherein the target ancient book content includes a photocopy of the original ancient book content and the ancient book text content.
[0043] Specifically, users are first provided with VR device training through narrative and webpage demonstrations, covering the functions and usage of each functional module in the system. This familiarizes them with the operating requirements of the VR device and enhances their subsequent experience reading ancient books with the device. Users wear a VR headset to view the virtual reality interface and use a VR controller to perform corresponding operations. After using the VR device to enter the ancient book reading space, they can use the VR controller to select a target ancient book and initiate a reading request. The system responds to this request by displaying the target ancient book's content in the ancient book reading space for the user to read. The target ancient book content includes photocopies of the original ancient book and the original text. The ancient book reading space is divided into two settings: indoor and outdoor reading spaces. The indoor reading space simulates a real ancient book reading room, featuring basic elements such as bookshelves, ancient books, desks and chairs, and a house. The design style can be categorized as either ancient or modern. The outdoor reading space incorporates infrastructure elements such as roads, greenery, sky, and courtyards, and the style can be categorized as either a bustling city or a tranquil island. In the ancient book reading space, users can use the VR handle to grab, pick up, put down, zoom in, zoom out, and discard items in the ancient book reading space, and can move the position by positioning the cursor.
[0044] S20: receiving a first assisted reading request initiated by the user on the reading interface, responding to the first assisted reading request initiated by the user, providing the user with game content divided into several different subject categories for selection, receiving the user's first selection instruction, entering the corresponding game content and performing assisted reading through a question-and-answer game.
[0045] Specifically, the user completes a preliminary reading of the target ancient book in the Ancient Book Reading Space and becomes familiar with the basic content of the target ancient book. An assisted reading module will appear on the reading interface of the Ancient Book Reading Space. The user can use the VR controller to click on the first assisted reading submodule to initiate a first assisted reading request. The system will further respond to the user's first assisted reading request and provide the user with several different game contents for selection. The user can click on one of the game contents using the VR controller to enter the corresponding game content and perform assisted reading through a quiz game. The first assisted reading submodule is an ancient book fun game module.
[0046] Preferably, a number of knowledge points are extracted from the target ancient book content based on semantic analysis. With these knowledge points as the core, game plots, elements, scenes, narration, and knowledge quiz content are designed to obtain game content divided into several different thematic categories. Specifically, the design of game content in the auxiliary reading module is specifically divided into game object content extraction, game script design, game prototype development, game quality testing, and game release and use process. The extraction of game object content involves extracting knowledge points from the ancient book content based on eight different themes: characters, institutions, events, places, time, systems, customs, and artifacts. These knowledge points are then categorized according to these eight themes to determine the objects that need to be gamified. Furthermore, with these eight knowledge points as the core, game script design is performed to design the game plots, elements, scenes, narration, and knowledge quiz content, resulting in eight game contents divided into different thematic categories. Each game content can be divided into entry-level games and advanced games. Entry-level games are set up so that users can experience them without tokens or points, while advanced games are set up so that users need a preset number of tokens or points to unlock the game and experience it. The above game content will be quality tested and continuously optimized, and the final stable game content will be released and made available for users to use in ancient book reading.
[0047] Preferably, when the user is playing the question-and-answer game, the system will provide corresponding game rewards, clue prompts, and task progress prompts according to a preset feedback mechanism.
[0048] Specifically, when the user is playing the quiz game, the system will provide corresponding game feedback based on the accuracy of the user's answers to questions. When it is detected that the user has not answered the current quiz question within the preset answering time, the system will provide the user with corresponding clues and prompts. A progress map is set in the upper left corner of the quiz game interface to locate the user's progress and position in the entire quiz game, and to display the current user's completed and unfinished game tasks. The ancient book fun game module of the auxiliary reading module contains game content in 8 thematic categories, and each game content contains quiz games of different difficulty levels. After exiting the current quiz game and returning to the auxiliary reading module, the user will forget which game content he has experienced. At this time, when entering the theme page again, when the user points the cursor to the specific game content with the VR controller, clues such as "cleared", "not cleared" or "not experienced" will be given through text or voice.
[0049] Preferably, the game reward method includes any one or more of the following:
[0050] When a user plays a quiz game, the system obtains the target answer for the current quiz question selected by the user and compares the target answer with a preset answer. If the target answer matches the preset answer, the user's selected target answer is considered correct, and the system provides the user with preset praise. If the target answer does not match the preset answer, the user's selected target answer is considered incorrect, and the system provides the user with preset encouragement. In one specific embodiment, when a user selects a quiz question from a preset question bank in the system during the quiz game, the quiz question in the quiz game can be multiple-choice or true-or-false. The user uses a VR controller to select one of the answers in the quiz interface as the target answer. After the system obtains the target answer, it compares it with the preset answer for the quiz question stored in the system. Taking a multiple-choice question as an example, a question and three answers to be selected, namely, option A, option B, and option C, are presented on the question-and-answer interface. At this time, the user uses the VR controller to click option B as the target answer. The system obtains the preset answer for the question saved in the question bank, which is option B, and compares it with the target answer selected by the user. It is found that the target answer selected by the user is consistent with the preset answer. At this time, positive praise words such as "Correct answer", "You got it right again", "You are a top student", "Perfect", and "You are awesome" are fed back on the question-and-answer interface; if the user uses the controller to click option A as the target answer, the system obtains the preset answer for the question saved in the question bank, which is option B. At this time, the target answer selected by the user is inconsistent with the preset answer, that is, the user's answer to the question is incorrect. At this time, encouraging words such as "Wrong answer", "Keep working hard", and "Sorry, you got it wrong again" are fed back on the question-and-answer interface. The feedback method can be text prompt, voice prompt, or a combination of text and voice prompt. By setting up instant feedback in the question-and-answer game, the user's interest in learning the content of ancient books through the question-and-answer game is increased. Through some praise or encouragement words, the user is affirmed or encouraged, so that the user has a sense of accomplishment and is constantly urged to move towards the next learning goal until the user completes the learning of the entire ancient book content through the question-and-answer game.
[0051] The accuracy rate of all quiz questions answered by the user in the quiz game of the current difficulty level is counted, and the accuracy rate is compared with a preset threshold. If the accuracy rate reaches the preset threshold, the difficulty level of the quiz game is updated, and the props of the user in the quiz game undergo preset changes according to the update of the difficulty level, wherein the game content under each theme category is divided into several different difficulty levels. In a specific embodiment, the game content under each theme category is divided into different difficulty levels, and the quiz game of each difficulty level contains several quiz questions, and the above quiz questions are selected from the question bank corresponding to the quiz game of the difficulty level. The game content of each theme category corresponds to a mother question bank, and the mother question bank contains several sub-question banks of different difficulty levels. For example, when a user is playing a quiz game with a theme category of character and a difficulty level of 2, the system randomly extracts 20 quiz questions from the corresponding question bank for the user to answer. After the user has answered all 20 questions, the number of correct answers or incorrect answers among the 20 questions is counted, and the user's answer accuracy is calculated. If the number of questions answered correctly by the user is 18, that is, the accuracy is 90%, and the accuracy is compared with the preset threshold. If the accuracy is greater than and / or equal to the preset threshold, the user can enter a quiz game with a higher difficulty level, that is, the user can enter a quiz game with a difficulty level of 3. At this time, the props used by the user in the quiz game change with the update of the difficulty level. It should be noted that the number of questions mentioned above is only for illustration and is not a limitation of this application.
[0052] When a user completes all difficulty levels of the quiz game within the current theme category, the system rewards the user with a preset number of points. Specifically, when a user completes all difficulty levels of the quiz game within the current theme category, the system rewards the user with a preset number of points based on the user's average accuracy rate across all difficulty levels. The higher the average accuracy rate, the more points the user earns.
[0053] Preferably, the method of providing clue prompts includes any one or more of the following:
[0054] Within the preset answering time limit of the quiz game, if the system does not receive the user's selection instruction for the current quiz question, the system will present an answer hint button on the answering page for the user to click on the answer hint button to obtain the corresponding answer hint. Specifically, the answering time for each quiz question in the quiz game is set to 15s, 20s or 30s. If the user does not select the current quiz question within the answering time, that is, the system does not receive the user's selection instruction for the current quiz question, the system will present an answer hint button on the answering interface: a "clickable hint button". This answer hint button will be presented on the answering page with a striking green symbol. If the user clicks on the answer hint button, the system will feedback the answer hint for the current quiz question. If the user does not click the answer hint button through the VR controller, the time spent on the current question and answer will be counted and compared with the preset time threshold. If the preset time threshold is exceeded, the system will present "Enter Next Question" and "End Current Game" selection buttons on the answer interface for the user to choose. If the user clicks "Enter Next Question", the current question and answer will be skipped and the next question and answer will be answered; if the user clicks "End Current Game", the current game will be exited.
[0055] If the target answer selected by the user is inconsistent with the preset answer in the system, the user's answer is judged to be incorrect, and the system will present an explanation button on the answer page: "Clickable explanation button", for the user to click the explanation button to obtain the corresponding error reason and correct answer explanation. Specifically, if the target answer selected by the user is incorrect, the system will present an explanation button on the answer page. The explanation button will be displayed on the answer page with a striking yellow symbol. If the user clicks the explanation button, the system will provide feedback on the error reason analysis and correct answer explanation of the current question.
[0056] A virtual guide character is set in the quiz game, and the virtual guide character guides the user's quiz game process through body movements and facial expressions. Specifically, a virtual guide character is also set in the quiz game. For example, when the user moves the cursor to a certain position through the VR handle and does not know which direction to move next, when the system detects that the cursor position has not changed for a long time, the virtual guide character will make some body movements and friendly expressions to indicate to the user to move in a specific direction. Setting up a virtual guide character in the quiz game can, on the one hand, have the effect of decorating the virtual scene, and on the other hand, assist users in efficiently completing the ancient book reading game, thereby improving the interactivity and fun of the user's ancient book reading game.
[0057] In some embodiments, the system further includes receiving a second auxiliary reading request initiated by the user on the reading interface, responding to the second auxiliary reading request initiated by the user, and presenting the knowledge concept content of the target ancient book to the user in the form of pictures and text on the reading interface. Specifically, the auxiliary reading module also includes a second auxiliary reading submodule, which is an ancient book knowledge concept map module. The user can initiate a second auxiliary reading request through the second auxiliary reading submodule. The system responds to the user's second auxiliary reading request and presents the knowledge concept content of the target ancient book to the user in the form of a combination of pictures and text on the reading interface, giving a macro introduction to the knowledge points of the target ancient book that the user is about to read, helping the user to understand and learn the target ancient book in a vivid way.
[0058] In some embodiments, the system further includes receiving a third auxiliary reading request initiated by the user on the reading interface, responding to the third reading request initiated by the user, and introducing the knowledge points of the target ancient book to the user in audio form. Specifically, the auxiliary reading module also includes a third auxiliary reading submodule, which is an ancient book audio commentary module. The user can initiate a third auxiliary reading request through the third auxiliary reading submodule. The system responds to the user's third auxiliary reading request and introduces the knowledge points of the target ancient book to the user in different forms such as video, audio, 3D model, and VR scene on the reading interface to meet the needs of people with different learning preferences. At the same time, it calls on multiple somatosensory channels such as vision, hearing, and muscle perception to increase the fun of users' ancient book reading and obtain as much cognitive memory as possible.
[0059] This application also provides an ancient book reading system based on serious games, which includes an ancient book reading module and an auxiliary reading module;
[0060] The ancient book reading module is used to receive a reading request for a target ancient book initiated by a user in the ancient book reading space, respond to the reading request, and display the content of the target ancient book in the ancient book reading space for the user to read. The content of the target ancient book includes the photocopy of the original text of the ancient book and the ancient book text content;
[0061] The auxiliary reading module is used to receive a first auxiliary reading request initiated by a user on a reading interface, respond to the first auxiliary reading request initiated by the user, provide the user with game content divided into several different subject categories for selection, receive the user's first selection instruction, enter the corresponding game content and perform auxiliary reading through a question-and-answer game.
[0062] In one embodiment, a computer device is provided, which may be a server.
[0063] The computer device includes a processor, memory, network interface, and database connected via a system bus. The processor of the computer device is used to provide computing and control capabilities. The memory of the computer device includes a non-volatile storage medium and an internal memory. The non-volatile storage medium contains an operating system, a computer program, and a database. The internal memory provides an environment for the operation of the operating system and computer program in the non-volatile storage medium. The network interface of the computer device is used to communicate with an external terminal via a network connection. When the computer program is executed by the processor, any of the aforementioned methods for gamifying ancient book reading based on VR technology is implemented.
[0064] In one embodiment, a computer-readable storage medium is provided, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor. The processor executes the computer program to implement any of the above-mentioned methods for gamifying reading of ancient books based on VR technology.
[0065] Those skilled in the art will appreciate that all or part of the processes in the above-mentioned embodiments can be implemented by instructing the relevant hardware through a computer program. The computer program can be stored in a non-volatile computer-readable storage medium. When the computer program is executed, it can include the processes of the embodiments of the above-mentioned methods. Among them, any reference to memory, storage, database or other media used in the embodiments provided in this application can include non-volatile and / or volatile memory. Non-volatile memory can include read-only memory (ROM), programmable ROM (PROM), electrically programmable ROM (EPROM), electrically erasable programmable ROM (EEPROM) or flash memory. Volatile memory can include random access memory (RAM) or external cache memory. By way of illustration and not limitation, RAM is available in various forms, such as static RAM (SRAM), dynamic RAM (DRAM), synchronous DRAM (SDRAM), double data rate SDRAM (DDRSDRAM), enhanced SDRAM (ESDRAM), synchronous link (Synchlink), DRAM (SLDRAM), memory bus (Rambus) direct RAM (RDRAM), direct memory bus dynamic RAM (DRDRAM), and memory bus dynamic RAM (RDRAM).
[0066] Those skilled in the art will clearly understand that for the sake of convenience and brevity of description, the division of the above-mentioned functional units and modules is only used as an example. In actual applications, the above-mentioned functions can be distributed and completed by different functional units and modules as needed, that is, the internal structure of the system described in this application is divided into different functional units or modules to complete all or part of the functions described above.
Claims
1. A gamified reading method for ancient books based on VR technology, characterized in that: The method comprises: Receiving a reading request for a target ancient book initiated by a user in the ancient book reading space, responding to the reading request, and displaying the target ancient book content in the ancient book reading space for the user to read, wherein the target ancient book content includes a photocopy of the original ancient book content and the ancient book text content; receiving a first assisted reading request initiated by a user on a reading interface, responding to the first assisted reading request initiated by the user, providing the user with game content divided into a plurality of different subject categories for selection, receiving a first selection instruction from the user, entering the corresponding game content for assisted reading through a quiz game, wherein a plurality of knowledge points are extracted from the content of the target ancient book based on a semantic analysis method, and a game plot, elements, scenes, narration, and knowledge quiz content are designed with the plurality of knowledge points as the core to obtain the game content divided into the plurality of different subject categories; When users are playing the quiz game, the system will provide corresponding game rewards, clues, and task progress notifications based on the preset feedback mechanism; Among them, the corresponding game reward methods include any one or more of the following: During the quiz game, the system obtains the target answer selected by the user and compares the target answer with the preset answer. If the target answer is consistent with the preset answer, the user's target answer is judged to be correct, and the system provides the user with a preset praise. If the target answer is inconsistent with the preset answer, the user's target answer is judged to be incorrect, and the system provides the user with a preset encouragement. Counting the correct rate of all quiz questions answered by the user in the quiz game at the current difficulty level, comparing the correct rate with a preset threshold, and updating the difficulty level of the quiz game if the correct rate reaches the preset threshold. The props used by the user in the quiz game will undergo preset changes based on the updated difficulty level, wherein the game content under each theme category is divided into several different difficulty levels; When the user completes all the quiz games of the current theme category at all difficulty levels, the system will reward the user with a preset number of points. The ways of providing clues include any one or more of the following: If the system does not receive the user's selection instruction for the current quiz question within the preset answering time limit of the quiz game, the system will present an answer hint button on the answering page for the user to click on the answer hint button to obtain the corresponding answer hint; If the target answer selected by the user is inconsistent with the preset answer in the system, the user is judged to have answered incorrectly. The system will present an explanation button on the answer page for the user to click on to obtain the corresponding explanation of the error reason and the correct answer; A virtual guide character is set in the quiz game, and the virtual guide character guides the user's quiz game process through body movements and facial expressions.
2. The VR-based ancient book gamification reading method according to claim 1 is characterized in that: Also includes: The second auxiliary reading request initiated by the user in the reading interface is received, the second auxiliary reading request initiated by the user is responded to, and the knowledge concept content of the target ancient book is displayed to the user in the form of pictures and texts in the reading interface.
3. The VR-based ancient book gamification reading method according to claim 1 is characterized in that: Also includes: The method receives a third auxiliary reading request initiated by the user on the reading interface, responds to the third auxiliary reading request initiated by the user, and presents the knowledge concept content of the target ancient book to the user in audio form.
4. A VR-based ancient book gamification reading system, characterized by: The system for executing the VR-based ancient book gamification reading method according to claim 1 comprises: The ancient book reading module is used to receive a reading request for a target ancient book initiated by a user in the ancient book reading space, respond to the reading request, and display the content of the target ancient book in the ancient book reading space for the user to read. The content of the target ancient book includes a photocopy of the original text of the ancient book and the text of the ancient book; The auxiliary reading module is used to receive a first auxiliary reading request initiated by a user on a reading interface, respond to the first auxiliary reading request initiated by the user, provide the user with game content divided into several different subject categories for selection, receive the user's first selection instruction, enter the corresponding game content and perform auxiliary reading through a question-and-answer game.
5. A computer device, characterized in that: The method comprises a memory, a processor and a computer program stored in the memory, wherein the processor executes the computer program to implement the steps of the method according to any one of claims 1 to 3.
6. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 3 are implemented.
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