Data interaction method and system under stereoscopic luminescence model

Through the interaction method of combining the three-dimensional luminous model with the touch screen, levels of different difficulty are dynamically generated, solving the problem of limited user interaction and immersion in the existing technology, achieving a more intuitive, vivid and challenging graph theory learning and puzzle solving experience, and improving users' understanding and memory of the Qiqiao problem.

CN119759250APending Publication Date: 2025-04-04XIAMEN SCI & TECH MUSEUM MANAGEMENT +1
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Patent Information

Application Number
CN202411723482.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-11-28
Publication Date
2025-04-04

AI Technical Summary

Technical Problem

The existing technology has limited user interaction and immersion in the knowledge display system, lacks dynamic display and real-time feedback, and insufficient personalized interactive experience, resulting in poor user understanding and memory of the Qiqiao problem.

Method used

Through the interaction method of combining the stereo luminous model with the touch screen, real-time data processing and intelligent difficulty adjustment functions are adopted to dynamically generate levels of different difficulty levels, providing an intuitive, vivid and challenging graph theory learning and puzzle solving experience.

Benefits of technology

It realizes a more intuitive, vivid and challenging graph theory learning and puzzle solving experience, enhances users' learning and operation effects, and improves users' understanding and memory of the Qiqiao problem.

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Abstract

The present invention provides a data interaction method and system under a three-dimensional luminous model, which relates to the field of data interaction technology, including: obtaining a mode selection result according to user input; judging whether it is a challenge mode according to the user selection result, and if so, generating an instruction to enter a challenge interface; generating a graph containing an odd number of vertices through a random algorithm according to the challenge difficulty information input by the user, judging whether the graph is solvable, and marking its solvability; obtaining the path operation or judgment result performed by the user through a touch screen; if a path operation is obtained, verifying whether the user's path complies with the one-stroke rule through the system, if it complies with the rule; if a judgment result is obtained, then according to the solvability mark of the level, obtaining the correctness of the judgment result, and obtaining a judgment conclusion. This solution can solve the problem that the prior art lacks dynamic display and real-time feedback of knowledge points, and insufficient personalized interactive experience.
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Description

Technical Field

[0001] The present invention relates to the technical field of data interaction, and in particular to a data interaction method and system under a stereoscopic luminous model. Background Art

[0002] In traditional graph theory education, science museums or interactive exhibitions, popular science installations involving the Seven Bridges Problem are usually dominated by flat displays. Most of the display forms use graphic versions to introduce the relevant principles of the Seven Bridges Problem, display pure knowledge content, or relatively monotonous flat graphic drawings. Most of their display forms are old and backward. For example, using graphic versions to introduce the relevant principles of the Seven Bridges Problem is simply a display of knowledge content, lacking the technical means to guide users to interact deeply with it; thus, it fails to achieve the desired display effect, and users will not have deep memories and the desire to further understand.

[0003] Therefore, the existing technology still faces the problems of limited user interaction and immersion in the knowledge display system, lack of dynamic display and real-time feedback of knowledge points, and insufficient personalized interactive experience. Summary of the invention

[0004] This application solves the problems of single interactive experience, lack of dynamic level design and insufficient physical feedback in the prior art through an interactive method combining a three-dimensional luminous model with a touch screen. At the same time, this system provides an innovative solution in terms of the combination of teaching and popular science. It uses real-time data processing and intelligent difficulty adjustment functions to enable it to generate high-quality one-stroke levels of different difficulties through a computer as needed to achieve richer technical effects. Through these improvements, the present invention provides users with a more intuitive, vivid and challenging graph theory learning and puzzle-solving experience to solve the problem that the prior art popular science method for the Seven Bridges Problem is generally presented in the form of multimedia films or graphic versions. The display method is rigid and old, lacking interactive experience, resulting in the prior art lacking dynamic display and real-time feedback of knowledge points, and insufficient personalized interactive experience.

[0005] The first aspect disclosed in this application is A data interaction method under a stereoscopic luminescence model, the method comprising: Get mode selection results based on user input; According to the user's selection result, it is determined whether it is in learning mode. If so, the learning page is entered and the background knowledge and basic graphics of the Seven Bridges Problem are loaded; Determine whether it is a challenge mode based on the user's selection result, and if so, generate an instruction to enter the challenge interface; Generate a graph with an odd number of vertices through a random algorithm based on the challenge difficulty information input by the user, determine whether the graph is solvable, and mark its solvability; Obtain the path operation or judgment result performed by the user through the touch screen; If a path operation is obtained, the system verifies whether the user's path complies with the one-stroke drawing rules. If it complies with the rules, the level completion time is recorded; According to the path verification result, the node lighting effect of the three-dimensional luminous model is controlled. If the path is correct, the successful path is highlighted. If the path is wrong, the user is prompted with an error.

[0006] If the judgment result is obtained, the correctness of the judgment result is obtained according to the solvability mark of the level. If the judgment is correct, the level completion time is recorded.

[0007] Obtain the user's path verification results, judgment conclusions, and level completion time; Calculate the user's score based on the correctness of the operation and the completion time, and obtain the score result.

[0008] The method of generating a graph containing an odd number of vertices through a random algorithm according to the challenge difficulty information input by the user, determining whether the graph is solvable, and marking its solvability includes: Get the difficulty level of the level: Determine the range of the number of vertices, the number of edges and the number of odd vertices as the basic parameters for level generation according to the difficulty level of the level, wherein the odd vertices are the total number of edges starting from the vertex, and if the number is an odd number, it is an odd vertex; Output the basic parameters of level generation, generate the graphic structure according to the basic parameters, and adjust the number of odd vertices; Determine whether the graph is solvable based on the number of odd vertices in the graph structure.

[0009] The method of determining the range of the number of vertices, the number of edges, and the number of odd vertices according to the difficulty level of the level includes: Different difficulty levels generate solvable graph structures and unsolvable graph structures in different proportions, the number of vertices and the number of edges increase as the difficulty of the level increases, and the proportion of unsolvable graph structures increases as the difficulty of the level increases; The number of odd vertices in the solvable graph ranges from 0 to 2, and the number of odd vertices increases with the difficulty of the level; The number of the odd vertices in the unsolvable graph is greater than 2, and the number of the odd vertices decreases with the difficulty of the level and the minimum value of the odd vertices is equal to 3.

[0010] The method of outputting the basic parameters of the level generation, generating the graphic structure according to the basic parameters, and adjusting the number of odd vertices is as follows: According to the basic parameters, the numerical range of the number of vertices V and the number of odd vertices N is obtained; Create a set of V vertices according to the numerical range; Randomly connect edges between vertices to generate E edges, so that each edge connects two different vertices; and there is at least one path between any two vertices; Count the number of connected edges for each vertex; The vertices with odd degrees are classified into the odd vertex set, and the vertices with even degrees are classified into the even vertex set; If the odd number of vertices N meets the requirements, output the graph; If the number of odd vertices N does not meet the requirements, adjust the number of odd vertices according to the numerical range of the number of odd vertices in the target level; Among them, according to the numerical range of the number of odd vertices in the target level, the method of adjusting the number of odd vertices is as follows: Get the number of odd vertices N and compare it with the numerical range of the number of odd vertices of the target level; When the number of odd vertices N is too large, select two vertices from the set of odd vertices and add an edge to connect them to reduce the number of odd vertices; When the number of odd vertices N is insufficient, select two vertices from the set of even vertices and add an edge connecting them to increase the number of odd vertices.

[0011] The second aspect disclosed in the present application provides a data interaction system under a stereoscopic luminescence model, the system is used for the data interaction method under the above-mentioned stereoscopic luminescence model, and the system includes: A user interaction module is used to obtain operation instructions when the user interacts through the touch screen, and the user interaction module includes: A mode selection unit, used to obtain the operation mode selected by the user through the touch screen; If you select "Learning Mode", a command to enter the learning interface will be generated and the learning interface will be entered; If you select "Challenge Mode", a command to enter the challenge interface will be generated; and the challenge interface will be added; A challenge difficulty setting unit, used to obtain the difficulty level selected by the user through the touch screen, and pass the difficulty level selected by the user as a parameter to the level generation and management module; A path operation unit, used to obtain the path operation selected by the user through the touch screen, and transmit the path operation data to the path and judgment verification module; A judgment input unit, used to obtain the solvability judgment of the graph submitted by the user on the touch screen, and transmit the judgment result to the path and judgment verification module; A level generation and management module, used to generate a level graphic structure and mark its solvability according to the user's challenge difficulty setting, the level generation and management module includes: The level parameter setting unit is used to obtain the difficulty level selected by the user, and set the number of vertices, the number of edges and the range of the number of odd vertices according to the difficulty level, so as to obtain the basic level parameters (the number of vertices, the number of edges, the range of the number of odd vertices) and send them to the graphics generation unit; Graphics generation unit; used to obtain basic level parameters; Generate an initial graph with V vertices and E edges according to the basic parameters, and ensure that the graph is connected so that all vertices are connected by at least one path; Get the number of odd vertices in the initial graph and determine whether it meets the target level requirements: If there are too many odd vertices, add edges to reduce the number of odd vertices; If there are not enough odd vertices, add edges to increase the number of odd vertices.

[0012] Thus, after the number of its odd vertices meets the requirements of the target level, a graphic structure is generated; A solution determination unit is used to obtain the generated graphic structure, and determine whether the graphic structure has a solution according to the number of odd vertices of the graphic structure, and mark the determination result, obtain the determination conclusion, and generate a graphic solution mark; The judgment method is as follows: Count the number of odd vertices; If the number of odd vertices is 0 or 2, mark it as "solvable"; If the number of odd vertices is greater than 2, mark it as "no solution".

[0013] The path and judgment verification module is used to verify the correctness of the user's path operation or judgment result; the path and judgment verification module includes: A path verification unit, used to obtain user path operation data and graph structure information; Check if the user's path covers all edges without duplication to obtain the path verification result (true / false); If the path meets the one-stroke rule, record the level completion time; If the path does not conform to the one-stroke rule, the graphic result is initialized and the user is asked to answer again; A judgment verification unit, if the user determines that the picture has no solution, compares the user's judgment with the graphic solution mark, and if the judgment is correct, records the level completion time; A feedback control module, used for feeding back the result of the user's operation through vision and prompts, the feedback control module comprises: A light model control unit, used to obtain path verification results and user path operation data; If the path is correct, the successful path is highlighted; If the path is wrong, the user will be prompted with the error and the model display will be reset; The sound effect and prompt unit is used to obtain the path verification result or judge the verification result, and play the sound effect prompt (success / failure) according to the operation result; The data analysis and score calculation module is used to comprehensively analyze the user's operation records, calculate the scores and output the results. The data analysis and score calculation module includes: A score calculation unit, used to obtain path verification results, judge verification results, and level completion time; Calculate user scores based on operation correctness and completion time: The path verification is correct, and the shorter the time, the higher the score; The shorter the time, the higher the score if the judgment verification is correct; The score for incorrect operation is 0; Aggregates level completion information and displays scores.

[0014] One or more technical solutions provided in this application have at least the following technical effects or advantages: 1. This application uses a three-dimensional luminous model to synchronously display the user's operation path. The lighting effect of the node is linked to the operation of the touch screen in real time, providing users with an intuitive and immersive feedback experience.

[0015] When the user path verification is successful, the correct path is highlighted; if the operation is wrong, the user is guided to try again through light and sound prompts, so that the user can get a better three-dimensional interactive experience.

[0016] 2. This application dynamically generates levels through a random algorithm, supports a variety of graph structures (including solvable and unsolvable graphs), and adjusts the range of the number of vertices, edges, and odd vertices according to the difficulty level selected by the user.

[0017] In high-difficulty levels, the number of odd vertices is gradually reduced (for example, from 7 to 3), increasing the logical challenge of user judgment.

[0018] Solvable graphics and unsolvable graphics are mixed in proportion to ensure the diversity and progression of level content.

[0019] 3. This application captures the user's path operation or judgment results in real time, verifies whether the path conforms to the one-stroke rule through an algorithm, or determines whether the solvability of the graphic is correctly identified.

[0020] The verification results are fed back through the lighting effects, screen prompts and sound prompts of the three-dimensional luminous model, enhancing the user's learning and operation effects.

[0021] 4. This system combines the background knowledge of the Seven Bridges Problem with interactive level design, providing detailed mathematical explanations in learning mode and enhancing user understanding and application through dynamically generated graphics in challenge mode.

[0022] Through the score calculation module, user scores are generated based on the correctness of operations and completion time, enhancing the challenge and sense of accomplishment.

[0023] This system has a wide range of applicable scenarios: it can be used for teaching mathematical graph theory in educational platforms; it can be used as an experience project combining mathematics and challenges in science museums or interactive exhibitions; it is suitable for ordinary users as an educational puzzle challenge, providing a combination of entertainment and thinking training to solve the problem of popular science in existing technologies. In terms of form, it is generally presented in the form of multimedia films or graphic introductions. The display method is rigid and outdated, lacking interactive experience, resulting in technical problems such as poor understanding and memory of the Seven Bridges Problem by users.

[0024] The above description is only an overview of the technical solution of the present application. In order to more clearly understand the technical means of the present application, it can be implemented in accordance with the contents of the specification. In order to make the above and other purposes, features and advantages of the present application more obvious and easy to understand, the specific implementation methods of the present application are listed below. BRIEF DESCRIPTION OF THE DRAWINGS

[0025] Figure 1 A schematic flow chart of a data interaction method under a stereoscopic luminescence model provided in an embodiment of the present application.

[0026] Figure 2 A schematic diagram of the data interaction system structure under the stereoscopic luminescence model provided in an embodiment of the present application.

[0027] Description of reference numerals: user interaction module 10 , level generation and management module 20 , path and judgment verification module 30 , feedback control module 40 , data analysis and score calculation module 50 . DETAILED DESCRIPTION

[0028] The embodiments of the present application provide a data interaction method under a three-dimensional luminous model, and solve the problems of the prior art in terms of single interactive experience, lack of dynamic level design, and insufficient physical feedback through an interactive method combining a three-dimensional luminous model with a touch screen. At the same time, the system provides an innovative solution in terms of the combination of teaching and challenge, and achieves rich technical effects by using real-time data processing and intelligent difficulty adjustment functions. These improvements provide users with a more intuitive, vivid, and challenging graph theory learning and puzzle-solving experience, in order to solve the problem that the prior art popularization method of the Seven Bridges Problem is generally presented in the form of multimedia films or graphic versions, with a rigid and old-fashioned display method and a lack of interactive experience, resulting in the technical problem that users have poor understanding and memory of the Seven Bridges Problem.

[0029] After introducing the basic principles of the present application, various non-limiting implementation methods of the present application will be specifically introduced below in conjunction with the accompanying drawings of the specification. It should be understood that the specific embodiments described herein are only used to explain the present application and are not used to limit the present application.

[0030] like Figure 1 As shown, the embodiment of the present application provides a data interaction method under a stereoscopic luminous model, the method is applied to a data interaction system under a stereoscopic luminous model, the system is connected to the stereoscopic luminous model, a touch screen and an audio system, and the method includes: Initializing the communication between the three-dimensional luminous model, the touch screen and the audio system, and when the user interacts through the touch screen, obtaining a mode selection result according to the user input; According to the user's selection result, it is determined whether it is in learning mode. If so, the learning page is entered and the background knowledge and basic graphics of the Seven Bridges Problem are loaded; Determine whether it is a challenge mode based on the user's selection result, and if so, generate an instruction to enter the challenge interface; Generate a graph with an odd number of vertices through a random algorithm based on the challenge difficulty information input by the user, determine whether the graph is solvable, and mark its solvability; Obtain the path operation or judgment result performed by the user through the touch screen; If a path operation is obtained, the system verifies whether the user's path complies with the one-stroke drawing rules. If it complies with the rules, the level completion time is recorded; According to the path verification result, the node lighting effect of the three-dimensional luminous model is controlled. If the path is correct, the successful path is highlighted. If the path is wrong, the user is prompted with an error.

[0031] If the judgment result is obtained, the correctness of the judgment result is obtained according to the solvability mark of the level, and the judgment conclusion is obtained. If the judgment is correct, the level completion time is recorded.

[0032] Obtain the user's path verification results, judgment conclusions, and level completion time; Calculate the user's score based on the correctness of the operation and the completion time, and obtain the score result.

[0033] The method of generating a graph containing an odd number of vertices through a random algorithm according to the challenge difficulty information input by the user, determining whether the graph is solvable, and marking its solvability includes: Get the difficulty level of the level: Determine the range of the number of vertices, the number of edges and the number of odd vertices as the basic parameters for level generation according to the difficulty level of the level, wherein the odd vertices are the total number of edges starting from the vertex, and if the number is an odd number, it is an odd vertex; Output the basic parameters of level generation, generate the graphic structure according to the basic parameters, and adjust the number of odd vertices; Determine whether the graph is solvable based on the number of odd vertices in the graph structure.

[0034] The method of determining the range of the number of vertices, the number of edges, and the number of odd vertices according to the difficulty level of the level includes: Different difficulty levels generate solvable graph structures and unsolvable graph structures in different proportions, the number of vertices and the number of edges increase as the difficulty of the level increases, and the proportion of unsolvable graph structures increases as the difficulty of the level increases; The number of odd vertices in the solvable graph ranges from 0 to 2, and the number of odd vertices increases with the difficulty of the level; The number of the odd vertices in the unsolvable graph is greater than 2, and the number of the odd vertices decreases with the difficulty of the level and the minimum value of the odd vertices is equal to 3.

[0035] The method of outputting the basic parameters of the level generation, generating the graphic structure according to the basic parameters, and adjusting the number of odd vertices is as follows: According to the basic parameters, the numerical range of the number of vertices V and the number of odd vertices N is obtained; Create a set of V vertices according to the numerical range; Randomly connect edges between vertices to generate E edges, so that each edge connects two different vertices; and there is at least one path between any two vertices; Count the number of connected edges for each vertex; The vertices with odd degrees are classified into the odd vertex set, and the vertices with even degrees are classified into the even vertex set; If the odd number of vertices N meets the requirements, output the graph; If the number of odd vertices N does not meet the requirements, adjust the number of odd vertices according to the numerical range of the number of odd vertices in the target level; Among them, according to the numerical range of the number of odd vertices in the target level, the method of adjusting the number of odd vertices is as follows: Get the number of odd vertices N and compare it with the numerical range of the number of odd vertices of the target level; When the number of odd vertices N is too large, select two vertices from the set of odd vertices and add an edge to connect them to reduce the number of odd vertices; When the number of odd vertices N is insufficient, select two vertices from the set of even vertices and add an edge connecting them to increase the number of odd vertices.

[0036] The second aspect disclosed in the present application provides a data interaction system under a stereoscopic luminescence model, the system is used for the data interaction method under the above-mentioned stereoscopic luminescence model, and the system includes: The user interaction module 10 is used to obtain the operation instructions when the user interacts through the touch screen, and the user interaction module 10 includes: The mode selection unit is used to obtain the operation mode selected by the user through the touch screen and pass the mode instruction to the subsequent modules. The operation modes include "learning mode" and "challenge mode"; The user can choose to enter "learning mode" or "challenge mode" by clicking on the touch screen; The system analyzes the touch event and determines the mode corresponding to the button clicked by the user; If the user clicks the "Learning Mode" button: Generate instructions for entering the learning interface; Load the learning interface background data (the knowledge points and basic graphics of the Seven Bridges Problem) into the interface display module; Mark the current mode as "learning mode" and record it.

[0037] If the user clicks the "Challenge Mode" button: Generate instructions to enter the challenge interface; Activate the challenge interface; Trigger the challenge difficulty setting unit to proceed.

[0038] A challenge difficulty setting unit, used to obtain the difficulty level selected by the user through the touch screen, and pass the difficulty level selected by the user as a parameter to the level generation and management module 20; Specifically: Set the challenge difficulty to 5 levels from low to high; The user clicks the difficulty button (such as "Level 1", "Level 2", "Level 3", etc.) through the touch screen.

[0039] The system parses the touch event and extracts the difficulty level selected by the user: For example, the button numbers correspond to preset difficulty levels ("Level 1", "Level 5", etc.).

[0040] Map the difficulty level selected by the user to the parameters of the level generation: Level 1: low number of vertices, low number of edges, and a high proportion of solvable graphs; Level 5: High number of vertices, high number of edges, and a high proportion of unsolvable graphs.

[0041] The difficulty level is passed as a parameter to the level generation and management module 20 .

[0042] A path operation unit, used to obtain the path operation (including the starting point and the end point of the path) selected by the user through the touch screen, and transmit the path operation data to the path and judgment verification module 30 for path verification; Specifically: It obtains the path formed by the user clicking on the node of the graphic on the touch screen and dragging it to other nodes, and records the complete path sequence in the order of user operations to obtain the user's path operation, wherein the path operation includes a set of touch coordinate points (starting point, end point) and the order in which the path is formed; A judgment input unit, used to obtain a solvability judgment (“solvable” or “unsolvable”) of a graphic submitted by a user on the touch screen, and transmit the judgment result to the path and judgment verification module 30; Specifically, the judgment option clicked by the user is captured through the unit; Bind the judgment option to the current graph to form a judgment record; The user's judgment record is transmitted to the judgment verification unit in the "path and judgment verification module 30"; Make sure the judgment result matches the current level’s solvability mark; The level generation and management module 20 is used to generate a level graphic structure and mark its solvability according to the user's challenge difficulty setting, and the level generation and management module 20 includes: The level parameter setting unit is used to obtain the difficulty level selected by the user, and set the number of vertices, the number of edges and the range of the number of odd vertices according to the difficulty level, so as to obtain the basic level parameters (the value range of the number of vertices V, the number of edges E, and the number of odd vertices N) and send them to the graphics generation unit; The numerical range of the basic parameters satisfies the following formula; Minimum number of edges = V−1 (to ensure graph connectivity) Maximum number of edges = min(V×(V−1) / 2,V+K) (K is an additional complexity parameter that can increase as the level difficulty increases).

[0043] The specific operations are as follows: Take the five levels of difficulty as an example: Obtaining a difficulty level provided by the user interaction module 10; The following basic parameters are set dynamically according to the selected difficulty level: Number of vertices (V): The number of vertices increases as the difficulty increases.

[0044] Low difficulty (level 1): the number of vertices ranges from 4 to 5; High difficulty (level 5): The number of vertices ranges from 13 to 15.

[0045] Number of edges (E): The number of edges increases as the number of vertices increases.

[0046] Low difficulty (level 1): the number of sides ranges from 4 to 6; High difficulty (level 5): the number of sides ranges from 18 to 25.

[0047] odd number of vertices (N); Low difficulty (level 1): odd vertex number 0-1; Medium difficulty (Level 3): odd number of vertices 1-2 (solvable), 5 (unsolvable); High Difficulty (Level 5): Odd number of vertices 1-2 (solvable), 3 (unsolvable).

[0048] Set the generation of "solvable" and "unsolvable" graphics according to the level ratio, for example: Difficulty level 1-2: 100% solvable, 0% unsolvable; Difficulty level 3: 80% solvable, 20% unsolvable; Level 4: 70% solvable, 30% unsolvable; Level 5: 60% solvable, 40% unsolvable.

[0049] Graphics generation unit; used to obtain basic level parameters; Generate an initial graph with V vertices and E edges according to the basic parameters, and ensure that the graph is connected so that all vertices are connected by at least one path; Get the number of odd vertices in the initial graph and determine whether it meets the target level requirements: If there are too many odd vertices, add edges to reduce the number of odd vertices; If there are not enough odd vertices, add edges to increase the number of odd vertices.

[0050] Thus, after the number of its odd vertices meets the requirements of the target level, a graphic structure is generated; Specifically; This unit randomly generates V vertices according to the vertex number range and creates a vertex set; By applying a force-directed layout algorithm (such as the Fruchterman-Reingold algorithm) to distribute vertices, the distance between vertices is made more uniform and visual clutter is reduced; Randomly generate E edges according to the edge number range; Randomly connect E edges between vertices, making sure each edge connects different vertices, to generate an initial graph; Obtain the initial graphics and its basic parameters; Obtain the connected components in the initial graph, and record the number and distribution of vertices of each connected component. Specifically, it can use DFS or BFS to traverse the graph to record the vertex set of each connected component; the connected component is a subgraph in the graph, and any two points in the connected component are connected by a path; If the number of connected components is equal to one, no processing is required and the graph structure is output; If the number of connected components is greater than one, record all isolated components and repair their connectivity; The specific method of connectivity repair is as follows: According to the size of the connected components, the component with the largest number of vertices is selected as the main connected component; For each of the remaining isolated components, select a vertex in the isolated component and connect it to the vertex closest to the vertex in the main connected component. By adding edges, the connectivity of the graph is restored. This method allows players to explore all paths from any starting point, ensuring the operability of the graph connection. In addition, in a completely connected unsolvable graph, all paths and vertices are interrelated. Players need to fully consider all path choices, which increases the complexity of logical judgment and allows them to add more paths, interference loops or false structures in the same graph, so that the unsolvable graph is easier to adjust and optimize, thereby generating a more complex logical structure to better adapt to the needs of different difficulties. By traversing the edge set, each edge is tested. If it is found that the connectivity is not affected after the edge is deleted, the edge is marked as a redundant edge. If the graph is not connected after deletion, the edge is retained. Delete redundant edges and recheck the connectivity of the graph to ensure that there are no isolated subgraphs; Detect loops in the graph and record the set of edges that make up each loop, where DFS or BFS can be used to detect loops; the loop is a path in the graph, the starting point and the end point of the path are the same, and each edge and vertex in the path can only appear once; If a loop does not participate in the solution path of the graph or shares the same path multiple times, it is a redundant loop; If the generated graph is a solvable graph, delete all redundant loops; If the generated graph is an unsolvable graph, only redundant loops that share the same path multiple times are deleted; By removing redundant paths and loops, you can reduce the visual clutter of the graph, improve the overall aesthetics, and reduce unnecessary complexity in the graph to allow players to focus more on the core solving logic.

[0051] Update the odd vertex set V and recalculate the number of odd vertices. By using the number of odd vertices, determine whether the number exceeds or fails to reach the target range; If the number of odd vertices exceeds the target range: Select two even vertices from the set of odd vertices and add or delete an edge between the two odd vertices; Update odd vertex statistics after each operation; Adjust repeatedly until the number of odd vertices meets the target range.

[0052] If there are not enough odd vertices: Select two vertices from the set of even vertices and add or delete an edge between them; Update odd vertex statistics after each operation; Adjust repeatedly until the number of odd vertices meets the target range.

[0053] During the adjustment process; when deleting an edge, ensure that the deletion operation does not cause the graph to be split into multiple connected components. If the graph is still connected after deleting this edge (that is, the number of connected components of the graph is still 1), perform the deletion operation. If the graph is not connected after deletion, avoid the deletion operation, or select other suitable edges for deletion; when adding edges, ensure that the graph is still connected after adding the edge and will not destroy the existing path. If it cannot meet the requirements, avoid the deletion operation, or select other two suitable vertices to add the edge. After each addition or deletion of an edge, use DFS or BFS to check the connectivity of the graph to ensure that the graph always remains connected and the number of connected components is always 1. After each operation, re-traverse the graph to check whether all vertices are in a connected component.

[0054] Generates a graph structure, which includes a vertex list, an edge list, and an odd vertex distribution.

[0055] A solution determination unit is used to obtain the generated graph structure, and determine whether the graph structure has a solution according to the number of odd vertices of the graph structure, and mark the determination result to obtain a determination conclusion, wherein the determination conclusion expresses whether the determination result is correct, and generates a graph solution mark; Specifically: This unit obtains the graph structure (vertex list, edge list and odd vertex distribution) generated by the graph generation unit; Traverse the vertex list and edge list of the graph; Count the number of odd vertices N; If the number of odd vertices is 0 or 2, mark it as "solvable"; If the number of odd vertices is greater than 2, mark it as "no solution".

[0056] The path and judgment verification module 30 is used to verify the correctness of the user's path operation or judgment result; the path and judgment verification module 30 includes: A path verification unit, used to obtain user path operation data and graph structure information; Check if the user's path covers all edges without duplication to obtain the path verification result (true / false); If the path meets the one-stroke rule, record the level completion time; If the path does not conform to the one-stroke rule, the graphic result is initialized and the user is asked to answer again; The specific operations are as follows: Obtaining the path operation input by the user through the touch screen, including the sequence of the start point and the end point and the graph structure provided by the level generation and management module 20, including the vertex list and the edge list; Traverse the path sequence input by the user and check whether the edges in the path exist in the edge list of the graph one by one; If any edge in the path is not in the graph edge list, it is immediately marked as a "wrong path".

[0057] Check if there are duplicate edges in the user path; If duplicate edges are found, they are marked as "not in compliance with the rules".

[0058] Check if the path covers all edges in the graph; If not all edges are covered, it is marked as an "incomplete path".

[0059] If the graph is solvable, the user path should meet the graph solvability requirements (e.g., the start and end points match); If the path is judged to meet the one-stroke rule: Record the path verification result as "correct"; Calculate the user path completion time (the time interval from the start of the path to the submission of the path).

[0060] If the path is judged not to meet the rules: Mark path validation result as "error"; Prompt the user to try again.

[0061] A judgment verification unit, if the user determines that the picture has no solution, compares the user's judgment with the graphic solution mark, and if the judgment is correct, records the level completion time; The specific operations are as follows: Obtaining the judgment result (no solution) submitted by the user through the touch screen and the graphical solution mark provided by the level generation and management module 20; Compare the judgment result submitted by the user with the graphical answer mark; If the user's judgment is consistent with the answer mark, the mark verification result is "correct"; If the user's judgment is inconsistent with the answer mark, the mark verification result is "error".

[0062] And obtain the judgment conclusion by this, if the correct conclusion is given, mark the verification result as "correct"; And record the level completion time (the time interval from the start of the level to the judgment submission) and enter the next level.

[0063] If you draw a wrong conclusion: Mark the validation result as "error"; Proceed to the next level.

[0064] A feedback control module 40 is used to provide feedback on the result of the user's operation through vision and prompts. The feedback control module 40 includes: A light model control unit, used to obtain path verification results and user path operation data; If the path is correct, the successful path is highlighted; If the path is wrong, the user will be prompted with the error and the model display will be reset; The specific operations are as follows: Obtaining the verification result transmitted from the path and judgment verification module 30, the path sequence data selected by the user through the touch screen, and the graph structure data transmitted from the level generation and management module 20, including the vertex list and the edge list; If the path verification result is "correct": Traverse the path sequence entered by the user; Highlight the luminous model portion corresponding to each edge in the path; Highlight the complete path from the starting point to the end point; Make sure other unused paths retain their default brightness.

[0065] If the path validation result is "Error": Clear all lit paths; Reset the node and edge lighting status of the luminous model; Displays an error message.

[0066] When the user completes the path and verifies success, the path status remains highlighted as a success mark; Prompt the user to proceed to the next level.

[0067] A sound effect and prompt unit, used to obtain a path verification result or judge a verification result; If the path verification result or judgment verification result is "correct": Play a success prompt tone (such as a short cheerful sound effect); Prompt the user to proceed to the next level.

[0068] If the path verification result or judgment verification result is "error": Play failure prompt sound (such as a low prompt sound effect); Prompt the user to try again.

[0069] Data display unit: The corresponding correct or incorrect prompt information is displayed on the screen: If the operation is correct, the message "Operation correct, enter the next level" will be displayed; If the operation is wrong, the message "Path error, please try again" or "Judgment error, please judge again" will be displayed.

[0070] If the level is completed, the level score and cumulative score will be displayed.

[0071] The data analysis and score calculation module 50 is used to comprehensively analyze the user's operation records, calculate the scores and output the results. The data analysis and score calculation module 50 includes: A score calculation unit, used to obtain path verification results, judge verification results, and level completion time; Calculate user scores based on operation correctness and completion time: The path verification is correct, and the shorter the time, the higher the score; The shorter the time, the higher the score if the judgment verification is correct; The score for incorrect operation is 0; Aggregates level completion information and displays scores.

[0072] The specific operations are as follows: Obtain user path verification results, judgment verification results, and level completion time; Calculate the user's score based on the correctness of the operation and the completion time according to the scoring rules; The scoring rules are as follows: Basic score: User path verification is correct: +50 points; User judgment verification is correct: +50 points; Incorrect operation (error in judgment): 0 points.

[0073] Time Weighting: The shorter the user's completion time, the higher the score; Time points calculation formula: Time points = max(0,50-(completion time-time threshold)×deduction coefficient) Time threshold: benchmark completion time (e.g. 60 seconds); Deduction coefficient: the number of points deducted for each second exceeding the threshold (e.g. 1 point / second); Scoring process: Path Validation Score: If the path is verified correctly, the path score is 50 points; Judgment verification score: If the judgment verification is correct, the judgment score is 50 points; If the judgment verification is wrong, the judgment score is 0.

[0074] Time score: Calculate the time score based on the user's level completion time; If the completion time is lower than the benchmark time, the full score is 50 points; If the completion time is higher than the benchmark time, the deduction formula will be used.

[0075] Total score calculation: The user's scores at each level are combined to get the user's total score.

[0076] Among them, if the user completes the level, the level record storage logic is triggered; If the user path verification fails, you can re-challenge or reduce the level difficulty according to the rules.

[0077] Data output: Summarized level completion information, including score breakdown and total score; And transmit it to the feedback control module 40 (for display or prompting), or the user data storage module (for saving records).

[0078] Through the above-mentioned detailed description of the data interaction method under the stereoscopic luminescence model in this specification, technical personnel in this field can clearly understand the data interaction system under the stereoscopic luminescence model in this embodiment. Since it corresponds to the method disclosed in the embodiment, the description is relatively simple, and the relevant parts can be referred to the method part description.

[0079] The above description of the disclosed embodiments enables those skilled in the art to implement or use the present application. Various modifications to these embodiments will be apparent to those skilled in the art, and the general principles defined herein may be implemented in other embodiments without departing from the spirit or scope of the present application. Therefore, the present application will not be limited to the embodiments shown herein, but will conform to the widest scope consistent with the principles and novel features disclosed herein.

Claims

1. A data interaction method under a stereoscopic luminescence model, characterized in that: The method comprises: Get mode selection results based on user input; Determine whether it is a challenge mode based on the user's selection result, and if so, generate an instruction to enter the challenge interface; Generate a graph with an odd number of vertices through a random algorithm based on the challenge difficulty information input by the user, determine whether the graph is solvable, and mark its solvability; Obtaining the path operation or judgment result performed by the user through the touch screen; If a path operation is obtained, the system verifies whether the user's path complies with the one-stroke rule; If the judgment result is obtained, the correctness of the judgment result is obtained according to the solvability mark of the level, and the judgment conclusion is obtained.

2. The data interaction method under the stereoscopic luminescence model according to claim 1, characterized in that: The method further comprises: Obtain the user's path verification results, judgment conclusions, and level completion time; Calculate the user score based on the correctness of the operation and the completion time, and obtain the score result.

3. The data interaction method under the stereoscopic luminescence model according to claim 1, characterized in that: The method further comprises: The user's selection result determines whether it is in learning mode. If so, the user enters the learning page and loads the background knowledge and basic graphics of the Seven Bridges Problem.

4. The data interaction method under the stereoscopic luminescence model according to claim 1, characterized in that: The method further comprises: According to the path verification result, the node lighting effect of the three-dimensional luminous model is controlled. If the path is correct, the successful path is highlighted. If the path is wrong, the user is prompted with an error.

5. The data interaction method under the stereoscopic luminescence model according to claim 1, characterized in that: A method for generating a graph containing an odd number of vertices through a random algorithm according to the challenge difficulty information input by the user, determining whether the graph is solvable, and marking its solvability includes: Get the difficulty level of the level: Determine the range of the number of vertices, the number of edges and the number of odd vertices as the basic parameters for level generation according to the difficulty level of the level, wherein the odd vertices are the total number of edges starting from the vertex, and if the number is an odd number, it is an odd vertex; Output the basic parameters of level generation, generate the graphic structure according to the basic parameters, and adjust the number of odd vertices; Determine whether the graph is solvable based on the number of odd vertices in the graph structure.

6. The data interaction method under the stereoscopic luminescence model according to claim 5, characterized in that: The range of the number of vertices, edges, and odd vertices is determined based on the difficulty level of the level. The methods include: Different difficulty levels generate solvable graph structures and unsolvable graph structures in different proportions, the number of vertices and the number of edges increase as the difficulty of the level increases, and the proportion of unsolvable graph structures increases as the difficulty of the level increases; The number of odd vertices in the solvable graph ranges from 0 to 2, and the number of odd vertices increases with the difficulty of the level; The number of the odd vertices in the unsolvable graph is greater than 2, and the number of the odd vertices decreases with the difficulty of the level and the minimum value of the odd vertices is equal to 3.

7. The data interaction method under the stereoscopic luminescence model according to claim 5, characterized in that: The method of outputting the basic parameters of the level generation, generating the graphic structure according to the basic parameters, and adjusting the number of odd vertices is as follows: According to the basic parameters, the numerical range of the number of vertices V and the number of odd vertices N is obtained; Create a set of V vertices according to the numerical range; Randomly connect edges between vertices to generate E edges, so that each edge connects two different vertices; and there is at least one path between any two vertices; Count the number of connected edges for each vertex; The vertices with odd degrees are classified into the odd vertex set, and the vertices with even degrees are classified into the even vertex set; If the odd number of vertices N meets the requirements, output the graph; If the number of odd vertices N does not meet the requirements, the number of odd vertices is adjusted according to the numerical range of the number of odd vertices in the target level.

8. The data interaction method under the stereoscopic luminescence model according to claim 7, characterized in that: According to the numerical range of the number of odd vertices in the target level, the method to adjust the number of odd vertices is as follows: Get the number of odd vertices N and compare it with the numerical range of the number of odd vertices of the target level; When the number of odd vertices N is too large, select two vertices from the set of odd vertices and add an edge to connect them to reduce the number of odd vertices; When the number of odd vertices N is insufficient, select two vertices from the set of even vertices and add an edge connecting them to increase the number of odd vertices.

9. The data interaction system under the stereoscopic luminous model is characterized by: The system is used to implement the data interaction method under the stereoscopic luminescence model according to any one of claims 1 to 8, and the system includes: A user interaction module is used to obtain operation instructions when the user interacts through the touch screen, and the user interaction module includes: A mode selection unit, used to obtain the operation mode selected by the user through the touch screen; If "Learning Mode" is selected, a command to enter the learning interface will be generated and the learning interface will be entered; If you select "Challenge Mode", a command to enter the challenge interface will be generated; and the challenge interface will be added; A challenge difficulty setting unit, used to obtain the difficulty level selected by the user through the touch screen, and pass the difficulty level selected by the user as a parameter to the level generation and management module; A path operation unit, used to obtain the path operation selected by the user through the touch screen, and transmit the path operation data to the path and judgment verification module; A judgment input unit, used to obtain the solvability judgment of the graph submitted by the user on the touch screen, and transmit the judgment result to the path and judgment verification module; The level generation and management module is used to generate the level graphic structure and mark its solvability according to the user's challenge difficulty setting; The path and judgment verification module is used to verify the correctness of the user's path operation or judgment result.