Virtual reality city culture promotion comprehensive business project

Through virtual reality technology, a realistic regional city digital map is constructed, combined with AI and big data, and provides an immersive experience, solving the problem that people are unable to experience the scenery, culture and food in various places in reality by limiting their time and energy. It realizes that users can experience the real style of various places safely and without time limit in the virtual world, and promotes cultural and tourism publicity and the preservation of intangible cultural heritage.

CN119850285APending Publication Date: 2025-04-18郑霄峰
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Patent Information

Application Number
CN202411125727.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-08-16
Publication Date
2025-04-18

AI Technical Summary

Technical Problem

In reality, due to time and energy limitations, people find it difficult to fully experience and understand the scenery, culture, folk customs and food in various places, and they are easily affected by time and abortion pressure during travel, so they cannot experience it in depth.

Method used

Through virtual reality technology, a realistic regional city digital map is built, combined with AI and big data, and provides an immersive experience, including amusement projects, food production, cultural display and intangible cultural heritage display, so that users can experience the true scenery of various places safely and without time limit in the virtual world.

Benefits of technology

It has enabled users to experience the scenery, culture, folk customs and food in various places safely and without time limit in virtual reality, enhance users' understanding and experience of regional cities, and promote cultural and tourism publicity and the preservation of intangible cultural heritage.

✦ Generated by Eureka AI based on patent content.

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Abstract

The virtual reality city culture promotion comprehensive commercial project aims to present and promote culture tourism resources of a region and promote and promote commerce and trade activities of the city of the region after the city of each region is constructed. According to the project, an'virtual 3D game fifth-generation engine 'is used as an application program of a project basis, so that a tourism city region to be propagandized is subjected to'virtual' engine map editing and efficient rendering, and then a 3D virtual real scene in a high-simulation state is generated. The virtual figures of the user are arranged in the body, so that the user can appreciate natural scenery in a short distance, experience different cultures, participate in various activities and relax the mind and body. In the tourism scene, through various interactive experiences, sightseeing, recreational shopping, relaxed learning and exploration in a project, when the user returns to a real corresponding area, the feeling of patrolling is generated instead of watching some panoramic pictures or panoramic video segments. According to the project, intangible cultural heritage contents and historical relics are digitalized and stored for users to visit and learn.
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Description

Technical Field This application relates to the fields of virtual reality digital technology, virtual reality digital technology humanities, virtual reality intangible cultural heritage digital reproduction display, virtual reality technology digital entity e-commerce, virtual reality technology digital books, and virtual reality digital entertainment. Technical Background

[0001] Tourism is a traditional form of leisure, where people travel to different cities and regions to gain satisfaction by experiencing activities that are different from their daily lives. In most cases, people's lives and work take up most of their time and energy, making people feel that they have no time or opportunity to travel in reality. When traveling, you may find that the places you want to experience are too crowded or the itinerary is too tight, so you can only rush around to check in and go through the process, or you may encounter various unexpected situations during the trip, which delays the trip or even terminates the trip.

[0002] With the development of virtual reality technology (including VR, AR, and MR technologies), things and objects in the real world are digitized, and people can experience things and things that they cannot do in the real world through their digital avatars in the virtual world.

[0003] In recent years, with the continuous improvement of the Internet's powerful AI algorithm functions and "big data", it can be said that people have entered an adaptive comfort zone, the "information cocoon" state. Many regional cities lack publicity, and often only with the help of traffic anchors will they be discovered by users: There are such beautiful places! Each regional city has its own historical heritage and cultural customs. Tourists who are pushed here by the fast-paced world are just busy "checking in" and have not really tasted and understood the true flavor of the city.

[0004] Therefore, a user can safely experience the scenery, culture, folk customs, and food of a certain regional city without being limited by time and energy, and use the Internet attributes and the simulation attributes of virtual reality technology to socialize, interact, trade, play, and taste with others, so as to achieve the purpose of healing the soul, regional trade exchanges, cultural tourism promotion, city promotion, and intangible cultural heritage promotion and preservation. When my country exhibits precious and above exhibits abroad, the present invention can also be used to allow foreign visitors to watch the exhibits up close and in all directions, and conduct digital simulation viewing, so that the exhibits will not be accidentally broken, causing great losses to our country. Finally, when users return to reality, they can go to the place where they spent time in the virtual world, and have a familiar sense of pilgrimage, feeling “I know, I’ve been there.” Summary of the invention

[0005] The present invention provides users with a safe, time-unrestricted simulated tourism shopping experience, and provides regional cities with the functions of cultural tourism promotion, intangible cultural heritage promotion and preservation, and regional trade.

[0006] In view of this, the present invention relies on virtual reality technology and integrates a series of key elements to form the above functions, and its method includes the following. BRIEF DESCRIPTION OF THE DRAWINGS Figure 1 This is the basic content method of the project of the present invention. Figure 2 This is part of the content methods of the cultural and tourism category of the present invention as well as the expressions on different platforms. Figure 3 This is the commercial part of the present invention. Figure 4 This is part of the content method of the role of the present invention. Figure 5 The method is an integral part of the present invention.

[0008] The present invention divides the key elements into four major items. They are: 1. Virtual reality digital construction of regional cities. 2. User immersion experience, digital display experience and preservation of cultural tourism and intangible cultural heritage. 3. Regional city virtual reality digital entity e-commerce. 4. Expression methods of different platforms.

[0009] 1. The digital construction method of regional city virtual reality is as follows

[0010] Software used: "Unreal Game Engine 5" (hereinafter referred to as: UE5).

[0011] Use (UE5) to edit the map. After editing the regional city to be constructed, it is efficiently rendered according to the style of the original regional city to obtain a virtual and realistic target regional city, which includes elements: terrain, landforms, vegetation coverage, water sources, buildings, ecology and weather. The principle of map construction: no national security leaks. Some scenes are only used for background processing. For example: when editing the map of Yichang City, not only the map of Yichang urban area is edited, but also the maps of each county under its jurisdiction, including various tourist attractions, well-known and interesting unknown regional attractions.

[0012] In the process of constructing and editing digital maps, weather, time, and ecological element schemes need to be specially set up and edited. Weather: In addition to the preset weather solution, the weather conditions of the current simulated city are captured from the Internet to generate weather to improve the simulation experience. Time Passage: In addition to the basic light source transformation to simulate the alternation of day and night, the (UE5) Blueprint function will be used to change the vegetation of the simulated regional city to change the look and feel of different seasons. Specific plants in corresponding areas and seasons will present specific natural scenery: for example, rapeseed flowers, red maple trees, lavender, etc. Ecology: The simulated regional city sets up a basic simple ecology (common flowers, birds, fish and insects) and some special species (giant pandas, Chinese sturgeons, Yangtze alligators, etc.), and uses AI to give them behavioral logic, including physiological characteristics and living habits. For example, the butterfly system ecology is composed of the butterfly system ecology, with its life trajectory as the action logic given by AI, and the hunting behavior of the butterfly's natural enemies.

[0013] The regions and cities covered by the project are online, and are not limited to one region or one city. According to the needs of the release, you can start with one region, and then use this region as the source point, and then open the regions connected to this region in the form of DLC. Gradually splice into the whole of China, and consider splicing areas outside of China within the scope of safety.

[0014] 2. User immersion experience and digital display of cultural tourism and intangible cultural heritage. The method is as follows.

[0015] User immersion experience section: includes amusement projects that conform to the characteristics of regional attractions and regular project experiences. Experiences that meet the functions of the attraction include: skiing, cycling, rafting, climbing, parkour and other sports. Regular immersive experiences include: fishing, insect catching, gourmet food making, etc. There is a synchronous live broadcast function for visual content on VR and MR devices.

[0016] Immersive experience is divided into VR first-person perspective (VR, MR equipment only) and third-person conventional perspective (PC or mobile phone) experience. The degree of immersion will vary depending on the device. The mobile PC side is in normal mode. VR simulation experience mode. The MR side is a reality-enhanced assisted experience mode. Different content may be presented differently on different applications.

[0017] Immersive digital experience of food preparation: This experience is divided into regular experience on PC and mobile phones, VR and MR simulation experience. Dishes and ingredients are scanned to form 3D models. The general experience of PC and mobile terminals: the food of the current regional city is provided, and the cooking process is based on the real dish production process for users to manually prepare. The VR side uses a first-person perspective to participate in the entire process of dish preparation in a simulated way. The time of this process will not be defined by the actual dish preparation time, but will be made according to the optimal length of time for user experience. MR prompts users to find necessary items in the user's real-world kitchen according to the dishes, scans the materials, kitchen utensils, condiments, etc. in the user's kitchen, and prompts users to operate in the glasses' field of view with the dish making process. Wash vegetables, cut vegetables, pickle, cook, and plate. In the process, there will be functions such as item highlighting, cutting auxiliary lines, cooking method sequence, cooking time timing, etc., allowing users to make dishes by themselves at home.

[0018] The digital display method of cultural and tourism intangible cultural heritage is as follows.

[0019] Cultural display: Cultural exhibition halls include regional city-specific museums, cultural exhibition halls, memorial halls and other exhibition halls. They are based on the actual reference of the real world and replicate the realistic buildings at the corresponding addresses on the virtual world map. The exhibits are all displayed in the form of high-resolution digital models after 3D scanning, and the exhibits are converted into interactive digital exhibits. When users interact with the exhibits, the exhibits will be introduced and displayed with animations, dubbing explanations and texts. Folk customs activities are displayed at the corresponding seasons in the real world, and the development allows users to experience the folk customs of the city in the region in the form of copies. Such activities are held at the time of the corresponding regional city in the real world. For example: the Dai Water Splashing Festival is held in the main residential cities of the Dai people, and other regional cities will not hold the Water Splashing Festival.

[0020] The method of displaying the intangible cultural heritage content is as follows: the intangible cultural heritage content of the simulated regional city will be expressed in different forms according to the list published by the state or the content that is about to be lost among the people. Songs and dances, musical instruments, and music: On mobile phones and PCs, they are presented as appreciation games or similar to existing music games. VR performance is more realistic. In addition to models, musical instruments can be played by users in real life. The VR part emphasizes realism and simulates the performance of musical instruments. To achieve this function, users need to use devices that can distinguish fine finger movements. Manufacturing, crafts, and fine arts: If the skills are publicly available, design relevant simulation experiences according to the process flow of the relevant skills. PC and mobile terminals perform conventional simulations, VR terminals perform simulations, and MR terminals scan whether the user has the necessary tools at home, provide process prompts and auxiliary prompts when the user operates. Add animations, text, dubbing explanations, and demonstrations to the simulation experience to promote or preserve relevant skills. Folklore and sports: Folklore and sports activities are held at the corresponding time and place (limited participation). Users can participate in various activities in the form of copies, such as VR dragon boat races, etc. Before the season arrives, in addition to animation, text, explanation, and demonstration promotion, users can also learn related skills, purchase corresponding simulation props, and practice. Martial arts and medicine: At this stage, we only provide demonstrations or text dubbing to explain their history.

[0021] The book content method includes: according to the concept of "one book, one world", the content of a book is made into a "world". For example, in the project "Dinosaur World", the book is used as the entrance to the copy to enter the dinosaur world in the book. During this period, the Unreal Engine (UE5) completes the realistic map editing, including the topography, lighting and climate of the dinosaur world at that time, and creates realistic 3D digital models according to different types of dinosaurs. AI is used to give it action logic, and in this book world, an ecosystem that conforms to the theme of the book is created, and then users are allowed to observe and experience it, with pictures, animations, and text explanations during the interaction, so that the experience users can learn and understand the knowledge they want. For example, to experience life in a dynasty in Chinese history, you can create a virtual simulated village, town, city (or capital) with the background of the corresponding dynasty. The AI ​​equipped by the NPCs living in it gives them the accent, life trajectory and logic of the time. Some special historical events can be displayed using scripts during the user experience, so as to understand and experience the life of the Chinese people in the current simulated dynasty. The types of books included in the book section are based on current book classifications. According to different book classification functions, the way the world in the book is presented is also different.

[0022] Add VR business content based on method

[008] regional city map editing, including the following methods

[023] to

[026] .

[0023] The method for advertising content includes: undertaking virtual and real advertising business in the simulated scene of the simulated regional city. It includes promotion for the virtual world and the real world. The form of advertising is not pop-up, not forced to watch, and expressed in an old-fashioned or non-disgusting form: it can be static, dynamic, two-dimensional fantasy, or visually enhanced. When the user's viewing time reaches a certain amount or interacts, the advertisement watched by the user will be recorded in the log for the user to watch again. These advertisements will contain the trigger of the virtual and real mixed shopping mode (method

[024] ) to conduct virtual and real shopping.

[0024] Virtual “physical” stores and virtual shopping experience content methods include: Different from the existing window-style store concept in APP and website, it does not let users identify the products through pictures, keyword selection, product parameters and text description. Instead, the real goods for sale are made into 3D models after 3D scanning, and are placed in the virtual physical store decorated with 3D models for sale. Each 3D model product will contain the elements that real-world products should contain, including trademarks, barcodes, instructions and instructions for use, related materials and ingredient lists, production date, production site, contact information and other elements that real-world products should have, as well as online shopping related content. Users can have a "real" shopping experience in a "virtual" simulated store. You can also interact with the store owner to search for products and directly purchase the products you want. The goods sold in the store must be virtual props in the project, followed by real goods in the virtual & real mixed shopping mode. In addition to the props purchased with virtual currency in the virtual world, you can also use real currency to pay for the real goods you need. The style of a virtual store can be three-dimensional simulation or two-dimensional fantasy, static expression or dynamic expression, all depending on the subjective choice of the store owner. In the project, the number of virtual stores is a limited resource and cannot be opened indefinitely. Merchants entering virtual stores need to be reviewed, and the stores of violators will be reclaimed. The types of stores for the virtual shopping experience include: single-store ground floor shops, shopping street clusters, shopping mall clusters, and village collective stores that simulate the real remote areas and sell local agricultural and sideline products with non-profit welfare nature. In virtual stores, stores that sell food and beverage products and stores that involve virtual and real-life mixed shopping (method

[025] ) products must have corresponding food business licenses, business licenses, etc. in reality. Such virtual food and beverage stores should try to follow the principle that "after users have experienced or purchased products in the virtual store, they can still find the store at the original address or approximate location when they go to the actual area in reality."

[0025] The method of virtual & real hybrid shopping includes: the goods purchased by users in the project will include the two options of purchase and real purchase. Virtual purchases only cost virtual coins to obtain props used in the virtual world. When the corresponding goods are also sold in reality, the virtual items will have the option of real purchase. The project will initiate a real-time shopping delivery mode in the same city or a remote online shopping mode based on the user's current geographic location and the virtual goods information currently viewed by the user. In the same-city real-time delivery mode, based on the virtual products viewed by the user and according to the user's geographic location, the corresponding real products or the original virtual store's real products are recommended to the user or directly purchased within the delivery radius set by the user. After the user confirms, the products are delivered to the user in real time according to the existing takeaway format after successful payment. When the corresponding product cannot be found within the radius set by the user in the same-city real-time delivery, the off-site online shopping mode is initiated. In this mode, the user needs to pay attention to the delivery address and time, which is similar to the current online shopping experience. Usually in the same-city real-time delivery model, food products are the main ones. For example, in the project, a user walks into a virtual milk tea shop of a certain brand and orders a cup of milk tea for his virtual character. At the same time, he also wants to drink a cup of real milk tea of ​​the same brand in reality. In this case, the user not only clicks to buy the virtual prop milk tea, but also clicks to buy it in reality. After the user completes the payment (including virtual and real payment), the milk tea shop of the brand within the real-time delivery radius set by the user receives the real-time physical order and delivers it in real time according to the correct address reserved by the customer.

[0026] The content method of virtual items includes: interactive 3D model props such as equipment, clothing, food, and drinks used in the user experience project. Some of these virtual items can be produced in the corresponding virtual equipment by the user's virtual character through learning various skills, and used for interaction or trade with other user characters. Some of the produced items are corresponding items made by users in the real world and want to sell them in reality. After complying with the corresponding laws and regulations, such items can add virtual & real mixed shopping status to the project, as well as relevant information of the sales items for real transactions.

[0027] The content method of virtual concert includes: scanning the actual performance venue of the simulated regional city into a 3D building model, creating a replica form, allowing users to enter it, interact and watch with the stars and ordinary people holding the concert. The principle of the concert venue is that after the user experiences the concert in the virtual world, he can find the building address in the actual regional city. The scene of the virtual concert (within the copy) can be changed at the request of the organizer. The venue can be a real scene or a scene application of various fantasy worlds. In different scenes, the sound texture will also change with the environment, and the light and shadow effects are the same. The publicity of the concert is undertaken by the project commercial advertisement, and the concert adopts ticket sales or ticket pre-sales (real currency payment). Small performances are initiated by users after they learn the skill "street performance".

[0028] The method for adding the content of the user character part produced by the Unreal Engine 5 (UE5) to the method

[009] includes methods

[029] to

[038]

[0029] User image content methods include: the virtual digital avatar of the user entering the project can be automatically generated by camera scanning or customized by the user. This part of the image will not be presented in the form of, for example, a childish boy or girl. The user's body shape will change due to factors such as diet and shoes, and their weight and height will change.

[0030] Numerical content: The user role has the following important elements, and the methods include the following methods

[031] ~

[038]

[0031] Physical content: Anything the user character does consumes physical strength, and physical strength is restored through eating. Hunger and thirst will cause physical strength to be depleted. When physical strength is below a certain state, the user character will be restricted. When physical strength is completely exhausted, the user character will be dizzy (visually manifested as a black screen). After a certain period of rest, a small amount of physical strength will be restored. At this time, the user character will need the help of other user characters or go offline when in the wild. This will reduce the time of the experience project. This value setting is designed to make users need to eat during the experience. The way to supplement this value is to eat and drink, so that users can understand the local diet and let users know "what delicious food I can eat when I go there."

[0032] Body temperature content: In the experience project, the user character has a body temperature setting, which is the same as the normal human body temperature. If it is too low or too high, an abnormal state will occur, causing the user character's physical strength to quickly drain. At this time, choosing the right clothes can help the user character adapt to different simulated environments. Among them, eating can provide a short-term defense against the invasion of temperature. This value allows users to pay attention to clothing-related content.

[0033] Weight and balance content: The weight of the user character will affect the physical consumption, and the weight area will affect the balance of the user character's actions, and the balance will affect the user's action state when experiencing scenic spots, thereby enhancing the user's immersive experience. These two values ​​are aimed at physical consumption and action center of gravity deviation.

[0034] Sleep content: In order to allow the user character to experience the project for a reasonable length of time, a sleep value mechanism is added. When the sleep value reaches a certain level, the user character's vision will gradually blur, and tea and coffee can temporarily slow down the decrease in the sleep value, but cannot increase the sleep value. Only by finding a suitable place to sleep offline can the sleep value be effectively increased. Allow users to experience the project for a certain period of time and then go offline to rest, to prevent adverse reactions caused by excessive experience of the project. Interactive props for saving offline sleeping locations in the wild include: camping tents, vehicles, etc. The camping location requires users to select a suitable location to save offline.

[0035] Item storage content: Since the project experience is for the purpose of simulation, the user character's items cannot have a dimensional pocket like in the game, which can hold everything. Under the premise of the content of method

[034] , the storage of items needs to consider their weight, volume, and whether they can be folded. In this way, there is a simulation of travel. Item storage props include: handbags, shoulder bags, backpacks, bags and vehicles. This content is designed to allow users to experience more of the characteristics of the target city.

[0036] The content and methods of achievements and titles include: the achievement system is more like a reminder of the discovery of tourist attractions and events, while the title system is a title obtained after completing a series of events and triggering certain conditions. This allows users to enhance their exploration and discovery of the simulated regional cities.

[0037] Skill content methods include: In this project, the skill system is more of a prompt to guide users to participate in activities in the project, reduce the difficulty of users participating in an activity or increase certain values ​​of the user's role. Some skills are certain permissions, such as a driver's license.

[0038] Special state content methods include: when the user character is experiencing the project, he will experience some special states. In special negative states, it will affect the user experience. For example, in the drunken state, the user's visual expression will be blurred, shaking, and rotating. These states not only improve the degree of simulation, but also make users pay attention to these problems in reality.

[0039] The content methods of the regional scope simulated by the virtual reality tourism comprehensive project include: after producing the content of a regional city, including all of the above

[009] ~

[038] methods, radiate from this region to the surrounding areas, and splice out the content of China and even the countries that have friendly cooperation with China.

[0040] The currency content method includes the following methods

[041] to

[043]

[0041] In the project, there is only one virtual currency used in the user experience project, which is initially set to ¥.

[0042] The actual payment methods in the project include: real currency online payment mode is WeChat, Alipay's existing online payment, or payment using RMB digital currency.

[0043] The supervision content and methods include: product access, user complaint handling, content review, compliance operations, and credit management.

Claims

1. Basic content characteristics of the comprehensive project of virtual reality city culture promotion: The virtual reality city cultural promotion comprehensive commercial project aims to present the cultural tourism resources of each regional city and promote and facilitate the commercial activities of the regional city.

2. The basic features of the basic content of the present invention, the method includes the following: S1) Using the fifth generation engine of the software "Unreal" 3D game development as a tool, a highly realistic 3D interactive scene is created; S2) User avatars can freely move around and explore in this 3D scene, interact with objects, and interact with users from other regions through the Internet attributes of the project; S3) The performance of the present invention varies on different platforms: The mobile PC version provides regular content experience; The VR side adds a realistic simulation experience to the regular content; The MR side adds a reality-assisted experience to the regular content experience; The basic content is influenced by specific and different contents to affect the actual experience content; S4) The immersive experience is highly similar to the real world observed by human eyes. It uses multiple physical engines and adopts the interactive principle as the core concept to achieve an immersive experience. S5) The characteristics of the augmented reality assisted experience mode are as follows: The user's environment is scanned and photographed by the external camera of the user's head-mounted VR device; S5.1) Based on the experienced content, the items that the user needs to use are outlined or highlighted in the inner perspective of the user's head-mounted VR device through Ai so that the user knows the items needed for the enhanced mode; S5.2) Obtain content on the Internet through AI, and display the things that users need to experience in the form of tasks in the user's head-mounted VR device, and prompt the completion of the corresponding task progress according to the user's completion degree; During this process, the contents of S5.1) and S5.2) will be repeated until the user completes the experience.

3. Added content based on the basic content of the VR city cultural promotion comprehensive commercial project, its features include The following method: S6) Culture and Tourism S6.1) Amusement In the 3D interactive and realistic digital scene, interesting activities are added according to the functions of real attractions, such as skiing, cycling, climbing, rafting, fishing and other entertainment activities. These interesting activities will have competitions, etc., so that users can increase their sense of immersion; In addition to the conventional content experience, the VR simulation experience allows users to experience various sports and entertainment content in a safe environment. People who are dizzy with 3D or afraid of heights will be warned and restricted by NPCs in the scene when experiencing some content (such as rock climbing and bungee jumping). S6.2) Food The ingredients of the special food in the simulated city / region are 3D scanned and made into 3D models, and part of the food production process is displayed in a simulated state. The finished product is also displayed in a 3D model with explanations; The conventional experience is to let users understand the food making process in a short time; The VR simulation experience reflects the sense of "simulation", allowing users to follow the prompts and use the items and materials in the virtual kitchen to make food in real time, or they can experience food making in a regular short time. The user character can learn to cook, and use the corresponding cooking tools and correct production steps to make corresponding virtual food to replenish physical energy; Food and drink sold in virtual digital stores will have both virtual and real physical attributes. Only after obtaining the corresponding real business license, can the virtual mixed goods with virtual digital attributes and real physical attributes be purchased. In this part, the intangible cultural heritage food production will be collected and preserved. After obtaining the production and dissemination license, the MR end augmented reality will be used to assist users to make the corresponding food in their own kitchen according to the process of making the food; For conventional and authorized intangible cultural heritage food, the MR-side augmented reality assistive function scans the contents of the user's kitchen and highlights or outlines the items needed to make the dish. When the user takes an item, AI prompts the current production steps according to the process flow. Important steps will appear in the form of task items in the upper left corner of the user's perspective. Only after completing them can the next step be taken. There will be fire and time reminders when cooking food. In long cooking steps such as making soup and stewing, there will be offline reminders to prevent users from forgetting the time; S7) Humanities S7.1) City / region-specific museums, cultural exhibition halls, memorial halls and various exhibition halls are referenced in real places and realistic digital buildings are reproduced in the scene according to the original locations; S7.2) All exhibits are scanned and made into 3D models to form digital exhibits, with immersive experience and interactivity as the core, supplemented by animation, text, and dubbing to introduce its historical information, so that the precious exhibits can be guaranteed to be safe; S7.3) Folk customs are provided to users in the form of copies, and folk festivals are held in corresponding regions and seasons.

4. Intangible Cultural Heritage: The intangible cultural heritage of the city / region to be promoted is classified according to the list published by the state or the intangible cultural heritage that is about to be lost among the people, with "interactivity" as the core, and is presented in different ways on different platforms. The same content will be presented in different functional expressions on the mobile PC, VR and MR terminals; the mobile PC terminal tends to introduce explanations and simple simulations, the VR terminal strengthens the simulation and realism on the basis, and the MR terminal mixes reality and virtuality under necessary conditions to allow users to experience reality under virtual guidance; S8) Song, dance and musical instrument music: users can enjoy the music in the form of copies, and they can also practice realistically (including music instruments, dance, opera, folk art, etc.), including conventional, VR and MR experiences; S9) Manufacturing Arts and Crafts: Design related simulation experiences to allow users to experience related skills, thereby promoting or preserving related content, including conventional, VR and MR experiences; S10) Folk sports: corresponding folk festivals are held at corresponding places at corresponding times. Folk costumes are sold in VR mixed with folk sports activities in corresponding areas. Folk sports activities are limited to limited-time participation experiences. In addition to regular and VR experiences, MR reality-enhanced auxiliary experiences are not included. S11) Martial Arts and Medicine: Only demonstration and related historical introduction; (more content will be available later) S12) Cultural exhibition halls: The exhibition halls are scanned and reproduced from the original sites in the real world. The exhibits inside are scanned and reproduced into 3D interactive digital exhibits, excluding MR-side reality augmented auxiliary experience.

5. Some content methods for books: Different expressions are presented according to the functional classification of books to allow users to experience the content and knowledge that various books want to convey. The production principle is "one book, one world" immersive experience and interactive experience. The display methods will be different according to different platforms. There are only two types: PC mobile terminal and VR simulation terminal; S13) Book content is produced with immersive experience as the principle and interactivity as the core: for example, encyclopedias of plants and animals can create corresponding virtual environments and produce corresponding ecosystems, allowing users to have an immersive observation experience according to the core principle of "interactivity"; for history, for example, how people lived during the Spring and Autumn Period and the Warring States Period, the virtual scenes of the time are rigorously restored according to historical materials, and virtual characters given by AI are filled in, living according to the logic of historical records. Under the core principle of "interactivity", users can immerse themselves in the experience and understand the various life details of various classes and countries at that time, such as the local customs, behavior logic, respective languages, etc.

6. Advertising Undertake advertising in virtual digital cities / regions and other scenarios; Advertisements are not delivered in the form of pop-ups or forced viewing, but in an old-fashioned and non-disgusting form: static, dynamic, visually enhanced, and fantasy-like; The information contained in the advertisement includes the virtual & reality hybrid shopping conditions within the item.

7. Virtual "physical" stores and virtual "physical" shopping experiences: Different from the existing concept of shop window in APP and website, the real object is 3D scanned to form a 3D model, which is then placed in a virtual physical store decorated with 3D models for sale. Each 3D model digital product contains information such as description, production date, production place, etc., as well as online shopping related content, giving users a real shopping experience. S14.1) In the virtual "physical" store shopping experience, the traditional online shopping model of "search → list the products that meet the requirements → select the products with the right price → click to pay and buy" is not included. The search only shows the stores that sell the products. Users need to go there by themselves to explore, discover and complete the shopping experience. Users can take notes, comment and rate the stores; The store style can be three-dimensional or two-dimensional, and can be expressed statically or dynamically, all depending on the store owner's choice. In the project, 14.2) The number of virtual stores is limited, and it is not possible to open unlimited stores. Merchants entering virtual stores need to be reviewed, and the stores of violators will be reclaimed; Virtual "physical" stores should give priority to merchants in the real areas of the simulated region; The virtual shopping experience includes: single-store ground floor shops, shopping street clusters, shopping mall clusters, and local agricultural and sideline product sales stores in remote areas with no profit or welfare nature; In virtual stores, for food stores at the entrance, they have corresponding food business licenses and business licenses in reality; S14.3) Regarding digital clothing products, the VR solution for the fitting process: after the user's body shape data is scanned, a 3D wireframe node digital person is formed. The clothing production parameters will be compared with the data of this digital wireframe node digital person to tell the user whether he can wear the clothing with the current data. The final effect of the upper body can be completed by AI.

8. Virtual & Reality Mixed Shopping When users purchase virtual items in the experience project, they will have two options: purchase (virtual items) and purchase in real life; S15.1) Virtual Purchases When using virtual currency to purchase virtual items in a project, if there is a real-life purchase option, the project will initiate a real-life shopping delivery mode in the same city or a different-city online shopping mode based on the user's current geographic location and the virtual items currently being viewed by the user. After capturing the user's browsing virtual item information, it will perform real-time delivery matching based on the user's captured address, and after the user confirms the purchase, it will be delivered in real time; S15.2) If the corresponding product cannot be found in the same city, a different-city online shopping mode is initiated. In the different-city online shopping mode, the user needs to pay attention to the delivery address and delivery time. It is recommended to conduct the different-city online shopping mode within the scope of one's residence. Usually, in the same-city delivery mode, food and beverage products are mainly purchased; Among the cross-regional online shopping models, food and beverage products are mainly vacuum-packed; S16) Virtual Items Contains interactive 3D model props such as equipment, clothing, food, drinks, etc. that users use when experiencing the project; Some of these virtual items can be produced by users through skills in the project, such as clothing; Virtual items can be traded virtually with other users in the project; The virtual items in the project are handmade in the user's real life. For items that meet the sales requirements, actual sales information can be added to the project, so that the virtual items have virtual & reality mixed shopping status options for users to choose.

9. Virtual Concert Create replicas in 3D model buildings corresponding to real-life performance venues in different regions / cities, allowing users to enter and interact with and watch the stars and amateurs holding concerts; S17) The venue of the virtual concert can be changed according to the requirements of the organizer, and can be a real scene or various fantasy application scenarios; S18) The concert promotion can be undertaken by the commercial advertising of this project; S19) Concerts use ticket sales or pre-sales (not virtual currency); S20) Smaller performances are performed by small user-owned stores and public scenes. Users can also use corresponding skills to initiate "street performances".

10. User Section S21) Image content: the virtual character that the user enters into the project, and the 3D digital character is freely customized by the user; The user's avatar's body shape and height will change with the influence of diet and shoes; S22) Numerical content: The numerical values ​​of the user character include: physical strength, body temperature, weight, sleep, and balance; S22.1) Physical strength: The character consumes physical strength to do anything, and physical strength needs to be restored through eating. Hunger and thirst will lead to physical loss. When the physical strength is below a certain level, the user's actions will be restricted. When the physical strength is exhausted, the user character will become dizzy. Resting for a while will restore some physical strength. During this period, you need to eat as soon as possible. If this happens in the wild, you need help from other players. If there is no help, the experience time will be reduced and you will appear in the hospital in the project; S22.2) Body temperature: The user character's body temperature is set to the same as the normal human body temperature. Too low or too high will cause rapid loss of physical strength. The local weather conditions are generated by real-time meteorological capture. Choosing appropriate clothing can help the user character adapt to different environments, and diet can provide short-term protection against temperature invasion; S22.3) Weight and balance: The weight of the user character will affect the consumption of physical strength and the speed of action, while the weight area will affect the balance state of the user character, and the balance state will affect the action state of the character in the recreational part of the user experience attraction, thereby enhancing the user's sense of immersion; S22.4) Sleep: In order to allow users to experience this project in a reasonable length of time, the sleep value is increased. When the sleep value reaches a certain level, the user's character will gradually become blurred. Tea and coffee can temporarily slow down the decrease in sleep value, but cannot effectively increase the sleep value. Find a suitable sleeping place and sleep offline to effectively increase the sleep value. Camping props and equipment can also be used for sleep offline interaction, but the use of camping props and equipment requires choosing a suitable location. This value indirectly controls the user experience of this project. S22.5) Items Due to the realistic content, the user character's items cannot be carried in a dimensional pocket like in ordinary games, where everything can be put into a pocket or backpack; because of the role's weight and balance, the items need to have: weight, volume (model size), and whether they can be folded; The tools for storing items include: backpacks, shoulder bags, handbags, luggage, carriers, etc.; S23) Achievements and titles: This system is more like an event discovery prompt for a tourist spot, and a title is a unique title obtained after completing a series of events and conditions. For example, if you encounter a monkey while climbing a mountain and accidentally expose food and it is snatched away, you can get an achievement, and if you are the first to snatch the food back from the monkey, you will get a unique title, and so on; S24) Skills: The skills in this project are more about users participating in activities in the project, etc., which can improve the difficulty of the corresponding activities, and some are certain permissions, such as "driving license"; Skills are more about what you can participate in the project; Skills are learned through user interaction; Skill improvement means that users gain skill experience after using the skill, thereby improving the skill and making related activities with the skill more convenient and less difficult. Permissioned skills cannot gain experience and upgrade, which allows users to increase their sense of immersion and achievement in character development; S25) Special status: The special status will have an impact on the user experience. The user's visual expression and experience duration will be affected to varying degrees. In addition to improving the degree of simulation and controlling the user experience duration, it can also help users understand these situations that can harm themselves in reality.