VR interactive experience device and use method thereof

By integrating data collection, mastery assessment, content presentation and multi-sensory stimulation modules in VR education devices, the problem that existing VR education devices cannot dynamically adapt to individual learning needs and lack of multi-sensory stimulation is solved, and an efficient and personalized learning experience and significantly improved learning effect are achieved.

CN119961624AActive Publication Date: 2025-05-09JIANGSU HAICHEN INFORMATION SYST ENG CO LTD

Patent Information

Application Number
CN202510025827.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-01-08
Publication Date
2025-05-09
Estimated Expiration
2045-01-08

AI Technical Summary

Technical Problem

The existing VR education devices lack an intelligent content push mechanism and cannot dynamically adapt to individual learning needs. The interactive experience lacks multi-sensory stimulation, resulting in poor learning effect and experience.

Method used

Through the coordinated work of the data acquisition and monitoring module, the user mastery assessment module, the learning content presentation module and the multi-sensory stimulation enhancement module, real-time adjustment and optimization of the user's learning content presentation frequency and time interval, combining multiple sensory stimulation elements such as vision, hearing and touch.

Benefits of technology

It significantly improves the user's learning efficiency and experience. Personalized content push and multi-sensory stimulation design enhance the targetedness and memory effect of learning, avoiding learning fatigue and the mechanical nature of content display.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119961624A_ABST
    Figure CN119961624A_ABST
Patent Text Reader

Abstract

The invention discloses a VR interactive experience device and a use method thereof.According to the VR interactive experience device and the use method thereof, the mastery degree of a user is calculated in real time through a learning mastery degree calculation module by means of a formula, and the presentation frequency and time interval of content are dynamically adjusted in combination with an interval repetition algorithm, so that the learning content can be pushed in a personalized mode according to the actual demand of the user, and the user experience is improved. And the mechanical property and the singleness of content display are avoided. The intelligent content pushing mode not only improves the learning efficiency of the user, but also reduces the feeling of learning fatigue caused by repetitive content, so that the user keeps higher concentration and interest in the learning process; through comprehensive stimulation of various senses such as visual sense, auditory sense and tactile sense, the immersion of the user is enhanced, the user can more deeply experience and understand the education content in the VR environment, emotional resonance of the user can be stimulated, the learning process is more vivid and interesting, and therefore the memory effect of the user is remarkably improved.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to the field of education-related technical fields, and in particular to a VR interactive experience device and a method of using the same. Background Art

[0002] Under the current development trend of informatization and intelligence, virtual reality (VR) technology has been widely used in the field of education. Compared with traditional classroom teaching methods, VR can enhance the participation and interactivity of learning through immersive experience, thereby improving users' mastery of knowledge and memory effect. VR can visualize abstract theoretical content, making it easier for students to understand and accept. However, existing VR educational devices and methods have some technical defects, which limit their effectiveness in education.

[0003] First, traditional VR educational devices often lack intelligent content push mechanisms. Existing technologies usually display content according to a preset schedule or fixed frequency without considering the user's learning progress and mastery, resulting in the inability to dynamically adapt the content presentation to individual learning needs. This approach not only reduces learning efficiency, but may also cause students to lose interest in repetitive content.

[0004] Secondly, existing VR educational devices lack multi-sensory stimulation in interactive experience, and are usually limited to visual and auditory displays, while ignoring the integration of multiple senses such as touch and feedback. This makes learners feel insufficiently immersed and cannot effectively enhance the emotional resonance effect. In addition, existing technologies are also relatively simple in data collection and analysis of learning mastery, lacking real-time monitoring and accurate evaluation of user learning behavior, and cannot effectively guide the dynamic adjustment of learning paths.

[0005] The VR interactive experience device and its use method provided by the present invention realize real-time adjustment and optimization of the user's individual learning status through the collaborative work of multiple modules such as data collection, mastery degree calculation, spaced repetition algorithm, multi-sensory stimulation and feedback adjustment, thereby overcoming the above-mentioned technical defects and greatly improving the user's learning effect and experience. Summary of the invention

[0006] The purpose of this section is to summarize some aspects of embodiments of the present invention and briefly introduce some preferred embodiments. Some simplifications or omissions may be made in this section and the specification abstract and the invention title of this application to avoid blurring the purpose of this section, the specification abstract and the invention title, and such simplifications or omissions cannot be used to limit the scope of the present invention.

[0007] Therefore, in order to solve the above technical problems, the present invention provides the following technical solutions: a VR interactive experience device, comprising:

[0008] Data collection and monitoring module, which collects user initial data and real-time learning feedback, including user physiological and behavioral data;

[0009] The user mastery level assessment module builds a user's learning mastery level model based on the user's learning interaction data, answer accuracy, reaction speed, etc., and updates the user's learning mastery level based on the user's real-time data;

[0010] The learning content presentation module calculates the learning content presentation frequency and the learning content presentation interval according to the updated user's learning mastery level, and makes real-time adjustments to the learning content presentation plan;

[0011] The multi-sensory stimulation enhancement module optimizes the user experience through multi-sensory elements during the user's learning process and stimulates and enhances the learning effect.

[0012] As a preferred solution of the VR interactive experience device described in the present invention, the data acquisition and monitoring module is used to record the user's learning interaction and physiological data as basic data for learning progress and mastery level, and transmit it to the mastery level evaluation module in real time.

[0013] As a preferred solution of the VR interactive experience device of the present invention, the user mastery degree evaluation module calculates the latest user learning content mastery degree by establishing a user mastery degree model based on the data collected in real time by the data collection and monitoring module, which serves as a reference for adjusting the display frequency and time interval;

[0014] Specifically, based on the user's performance after each learning, the learning mastery level S is calculated and updated u (t), the calculation formula is as follows:

[0015] S u (t) = S u (t-1)+η·(W c ·C+W r ·R(t)+W f ·F(t))

[0016] In this formula, S u (t-1) represents the user's mastery level in the previous learning cycle; η represents the learning update rate, which determines the impact of each update on the mastery level, and its value range is (0,1); W c , W r , W f The weight coefficients represent the importance of content mastery, reaction time (the longer the reaction time, the lower the mastery level may be) and physiological feedback (such as the influence of user emotions and concentration), respectively, satisfying W c +W r +W f=1; C represents the mastery of the current learning content, which is calculated by the accuracy of the current learning content; R(t) is the user's reaction time at time t (which can be calculated by the average reaction time); F(t) is data based on physiological feedback (such as heart rate changes, attention level), which is standardized to fit within the range of [0,1].

[0017] As a preferred solution of the VR interactive experience device described in the present invention, the learning content presentation module is used to determine the user's learning status based on the latest user learning content mastery calculated by the user mastery evaluation module, and then determine the current user's learning content display frequency and time interval, and dynamically adjust the content presentation rhythm.

[0018] As a preferred solution of the VR interactive experience device of the present invention, the calculation method of the learning content display frequency and time interval of the current user is as follows: set S u (t) represents the user’s learning level at time t, F r represents the frequency of learning content display, T i The interval length for displaying learning content;

[0019] Learning content display frequency F r The calculation formula is as follows:

[0020] In this formula, T is the total learning time of the user; λ is the attenuation coefficient, which controls the weakening of the learning effect over time; t i is each time point of the user in the learning process; α and β are adjustment parameters, which respectively control the slope and offset of the influence curve of the user's mastery level;

[0021] Integral Item: Indicates the user's learning level S u (t) is the weighted average over time, taking into account the decay of learning effect over time; S u (t) has a value range between [0,1], representing the user's understanding of the content;

[0022] Summation term: It normalizes the user's learning level at different time points. By using a logical function, the output value is within the range of (0,1), so that it can adapt to different learning abilities.

[0023] Frequency adjustment: F r The calculation results directly affect the frequency of reappearance of learning content, ensuring that learning content with a higher level of mastery is displayed more frequently;

[0024] Formula range: F r The value range of is [0,+∞), which indicates the number of times the content is reproduced;

[0025] Learning content display interval duration T i The calculation formula is as follows:

[0026] Formula range: T i The value range is [0,+∞), which indicates the interval length of the learning content display.

[0027] As a preferred solution of the VR interactive experience device described in the present invention, the multi-sensory stimulation enhancement module includes multi-sensory stimulation elements including vision, hearing, and touch. The visual stimulation is used to stimulate the user's visual memory through visual enhancement methods such as image animation and keyword highlighting; the auditory stimulation enhances the attractiveness of the content by adding background music and commentary sound effects of key content; the tactile stimulation includes providing vibration feedback when the user answers questions correctly or interacts, thereby enhancing the emotional experience and increasing the sense of pleasure.

[0028] As a preferred solution of the VR interactive experience device described in the present invention, the multi-sensory stimulation enhancement module has a feedback mechanism, which combines the user's physiological feedback data to adjust the visual effects, sound reminders and other stimulation methods to guide the user back to the learning state; for example, when the user's physiological data's heart rate slows down and eye movements decrease, it is judged that the user's concentration has decreased, and then the user is guided back to the learning state through the above-mentioned multi-sensory stimulation elements.

[0029] The present invention also provides a method for using the above-mentioned VR interactive experience device, which is characterized by comprising the following specific steps:

[0030] Step 1: The user wears the VR device and starts the device, which automatically initializes the user's learning status data, including initializing the user's learning mastery level S u (t=0) and other parameters, including W c , W r , W f ;

[0031] Step 2: The VR system in the device selects appropriate content for display based on the user's current learning status; when displaying content, the system enhances the user's immersive experience through multiple senses (such as vision, hearing, and touch); for example, when introducing historical events, it provides corresponding background sound effects and virtual tactile feedback;

[0032] Step 3: During the user's learning process, collect the user's interaction times, answer accuracy, reaction time and other data, and feed the above data back to the learning mastery calculation module in real time;

[0033] Step 4: The VR system calculates and updates the user's learning mastery level S based on the user's learning data collected in real timeu (t);

[0034] Step 5: Through the spaced repetition algorithm, combined with the user's memory decay characteristics, adjust the content presentation frequency and determine the time interval for the next content repetition. By displaying content at appropriate intervals, it helps strengthen the user's learning memory.

[0035] As a preferred solution of the method for using the VR interactive experience device of the present invention, in step 5, the parameter λ value is first set, and a higher λ value is selected for learning materials whose contents are forgotten quickly; α and β are set to control the logic function curve so that the display frequency of the contents with higher mastery is reduced; then, according to the learning mastery degree data of the user within time T, the integral term formula is used to calculate the learning mastery degree of the user. Calculate the user's weighted average learning progress; then substitute the calculation results and learning data into the learning content display frequency F r The calculation formula for the learning content display frequency F is calculated. r Apply as the repetition frequency of the content; finally use the learning content display frequency F r Calculate the duration T of each learning content display interval i , ensuring that content is reproduced at the optimal time.

[0036] As the VR interactive experience device of the present invention, the VR system in the device automatically updates the user's learning mastery level S after each collection of new data (such as after each learning session). u (t) value, and recalculate the learning content display frequency F r , Learning content display interval length T i If the user shows a higher level of mastery in a certain repeated learning (such as an increase in the correct answer rate), the system automatically reduces the frequency of learning content display F r , extend the learning content display interval time T i , otherwise increase the learning content display frequency F r , shorten the interval between learning content presentations T i .

[0037] Beneficial effects of the present invention:

[0038] 1. The present invention uses a learning mastery degree calculation module to calculate the user's mastery degree in real time using a formula, and dynamically adjusts the presentation frequency and time interval of the content in combination with the interval repetition algorithm, so that the learning content can be personalized and pushed according to the actual needs of the user, avoiding the mechanical and single nature of content display. This intelligent content push method not only improves the user's learning efficiency, but also reduces the learning fatigue caused by repetitive content, allowing users to maintain a higher degree of concentration and interest in the learning process.

[0039] 2. The present invention enhances the user's sense of immersion through the comprehensive stimulation of multiple senses such as vision, hearing and touch, allowing users to experience and understand educational content more deeply in the VR environment. Compared with the existing technology that only relies on visual and auditory display, the multi-sensory stimulation design of the present invention helps to stimulate the user's emotional resonance, making the learning process more vivid and interesting, thereby significantly improving the user's memory effect.

[0040] 3. The present invention adjusts the content presentation frequency and time interval in real time according to the user's learning performance and interactive feedback. This intelligent adjustment method can optimize the learning path at any time according to the user's mastery level, ensuring that the learning content can better meet the user's cognitive level and memory mode, avoiding the problems of fixed learning paths and delayed adjustments in the prior art, and greatly improving the pertinence and adaptability of learning. BRIEF DESCRIPTION OF THE DRAWINGS

[0041] In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the following briefly introduces the drawings required for describing the embodiments. Obviously, the drawings described below are only some embodiments of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative labor. Among them:

[0042] Figure 1 It is a schematic diagram of the overall architecture structure of the present invention.

[0043] Figure 2 It is the work flow chart of the present invention. DETAILED DESCRIPTION

[0044] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, the specific implementation methods of the present invention are described in detail below in conjunction with the accompanying drawings.

[0045] In the following description, many specific details are set forth to facilitate a full understanding of the present invention, but the present invention may also be implemented in other ways different from those described herein, and those skilled in the art may make similar generalizations without violating the connotation of the present invention. Therefore, the present invention is not limited to the specific embodiments disclosed below.

[0046] Secondly, the term "one embodiment" or "embodiment" as used herein refers to a specific feature, structure, or characteristic that may be included in at least one implementation of the present invention. The term "in one embodiment" that appears in different places in this specification does not necessarily refer to the same embodiment, nor does it refer to a separate or selective embodiment that is mutually exclusive with other embodiments.

[0047] Example 1

[0048] Reference Figures 1-2, which is the first embodiment of the present invention, provides a VR interactive experience device, including:

[0049] The data collection and monitoring module collects the user's initial data and real-time learning feedback, including the user's physiological and behavioral data; specifically, it records the user's learning interaction and physiological data as the basic data of learning progress and mastery, and transmits them to the mastery assessment module in real time;

[0050] The user mastery level assessment module builds a user's learning mastery level model based on the user's learning interaction data, answer accuracy, reaction speed, etc., and updates the user's learning mastery level based on the user's real-time data;

[0051] By establishing a user mastery model, the latest user learning content mastery is calculated based on the data collected in real time by the data collection and monitoring module, which serves as a reference for adjusting the display frequency and time interval;

[0052] Specifically, based on the user's performance after each learning, the learning mastery level S is calculated and updated u (t), the calculation formula is as follows:

[0053] S u (t) = S u (t-1)+η·(W c ·C+W r ·R(t)+W f ·F(t))

[0054] In this formula, S u (t-1) represents the user's mastery level in the previous learning cycle; η represents the learning update rate, which determines the impact of each update on the mastery level, and its value range is (0,1); W c , W r , W f The weight coefficients represent the importance of content mastery, reaction time (the longer the reaction time, the lower the mastery level may be) and physiological feedback (such as the influence of user emotions and concentration), respectively, satisfying W c +W r +W f =1; C represents the mastery of the current learning content, which is calculated by the accuracy of the current learning content; R(t) is the user's reaction time at time t (which can be calculated by the average reaction time); F(t) is data based on physiological feedback (such as heart rate changes, attention level), which is standardized to fit within the range of [0,1].

[0055] The learning content presentation module calculates the learning content presentation frequency and the learning content presentation interval according to the updated user's learning mastery level, and makes real-time adjustments to the learning content presentation plan;

[0056] The learning content presentation module is used to determine the user's learning status based on the latest user learning content mastery calculated by the user mastery evaluation module, and then determine the learning content display frequency and time interval of the current user, and dynamically adjust the content presentation rhythm.

[0057] The calculation method of the learning content display frequency and time interval of the current user is as follows: Set S u (t) represents the user’s learning level at time t, F r represents the frequency of learning content display, T i The interval length for displaying learning content;

[0058] Learning content display frequency F r The calculation formula is as follows:

[0059] In this formula, T is the total learning time of the user; λ is the attenuation coefficient, which controls the weakening of the learning effect over time; t i is each time point of the user in the learning process; α and β are adjustment parameters, which respectively control the slope and offset of the influence curve of the user's mastery level;

[0060] Integral Item: Indicates the user's learning level S u (t) is the weighted average over time, taking into account the decay of learning effect over time; S u (t) has a value range between [0,1], representing the user's understanding of the content;

[0061] Summation term: It normalizes the user's learning level at different time points. By using a logical function, the output value is within the range of (0,1), so that it can adapt to different learning abilities.

[0062] Frequency adjustment: F r The calculation results directly affect the frequency of reappearance of learning content, ensuring that learning content with a higher level of mastery is displayed more frequently;

[0063] Formula range: F r The value range of is [0,+∞), which indicates the number of times the content is reproduced;

[0064] Learning content display interval duration T i The calculation formula is as follows:

[0065] Formula range: T i The value range is [0,+∞), which indicates the interval length of the learning content display.

[0066] The multi-sensory stimulation enhancement module optimizes the user experience through multi-sensory elements during the user's learning process, stimulating and enhancing the learning effect. Specifically, the sensory stimulation enhancement module includes multi-sensory stimulation elements such as vision, hearing, and touch. Visual stimulation is used to stimulate the user's visual memory through visual reinforcement methods such as image animation and keyword highlighting. Auditory stimulation enhances the attractiveness of content by adding background music and commentary sound effects of key content. Tactile stimulation includes providing vibration feedback when the user answers questions correctly or interacts, enhancing emotional experience and increasing pleasure.

[0067] The multi-sensory stimulation enhancement module has a feedback mechanism. The feedback mechanism combines the user's physiological feedback data to adjust the visual effects, sound reminders and other stimulation methods of learning to guide the user back to the learning state. For example, when the user's physiological data shows a slowdown in heart rate and a decrease in eye movement, it is judged that the user's concentration has decreased, and then the user is guided back to the learning state through the above-mentioned multi-sensory stimulation elements.

[0068] Accurate user mastery assessment and personalized learning path

[0069] The present invention establishes an accurate mastery model based on the user's learning interaction data, answer accuracy and reaction speed through the user mastery evaluation module. This model can not only evaluate the user's mastery of the learning content in real time, but also dynamically adjust the user's mastery value, and work with the learning content presentation module to form a personalized learning path. Compared with the fixed content presentation method commonly used in the prior art, the personalized dynamic adjustment function of the present invention significantly improves the matching degree between the learning content and the user's needs, avoids excessive repetition or improper jumping of the content, and makes the user's learning experience more continuous and targeted.

[0070] This device improves learning and memory effects through the intelligent application of the spaced repetition algorithm. Specifically, the learning content presentation module dynamically controls the display frequency and time interval of the content through the spaced repetition algorithm, and adjusts the presentation method of the learning content according to the user's learning progress and mastery level to enhance the memory effect. The spaced repetition algorithm is an effective method based on memory science. By repeating content at appropriate time intervals, the long-term memory retention rate of information can be greatly improved. The present invention ensures that users can grasp these key information more firmly through a scientific content repetition strategy. Compared with the prior art, this method of intelligently controlling the display frequency not only improves the learning effect, but also effectively avoids unnecessary repetition and reduces the waste of learning time.

[0071] This device enhances immersion and emotional resonance through multi-sensory stimulation. Specifically, in education, emotional resonance and value identification are key. The multi-sensory stimulation enhancement module of the present invention creates a more immersive learning experience for users by combining multi-sensory elements such as vision, hearing, and touch. This multi-sensory stimulation method not only enables users to deeply feel and experience the content of education, but also prompts users to have a deeper level of identification and understanding through emotional resonance. Compared with the traditional single sensory experience method, the multi-sensory stimulation of the present invention significantly improves the user's concentration and immersion, and is particularly suitable for the delivery of educational content.

[0072] This device achieves dynamic optimization of learning through real-time feedback and intelligent adjustment. Specifically, the learning content presentation module of the present invention can intelligently adjust the presentation order, time interval and frequency of the learning content according to the user's learning progress and physiological feedback (such as heart rate, gaze point, etc.), forming a closed-loop interactive system. Through this function, the system can adapt to the user's state changes in real time, provide the most suitable learning content and rhythm, and avoid the frustration or boredom caused by content that is too difficult or too easy during the learning process. Compared with the situation in the prior art where the learning content cannot be adjusted in real time, the intelligent feedback closed-loop design of the present invention ensures the continuity and adaptability of the learning process, and significantly improves the learning efficiency and the user's learning experience.

[0073] This device provides data support for personalized learning through data collection and dynamic analysis. The data collection and monitoring module in the present invention not only collects the user's initial data at the beginning of the user's learning, but also monitors the user's physiological and behavioral feedback in real time during the learning process, providing accurate data support for mastery evaluation and content display adjustment. This dynamic data collection and analysis function is relatively lacking in the prior art, and the present invention uses this data to continuously optimize the user's learning path and content presentation method, making the system's response to the user more intelligent and personalized.

[0074] In summary, the present invention overcomes the defects of the prior art in many aspects and achieves efficient delivery of educational content and deep memory effect through innovative module design. Compared with the simple content display mode of the prior art, the present invention demonstrates significant creativity and technological progress through the collaborative work of personalized content adjustment, spaced repetition algorithm, multi-sensory stimulation and real-time feedback.

[0075] The present invention also provides a method for using the above-mentioned VR interactive experience device, which is characterized by comprising the following specific steps:

[0076] Step 1: The user wears the VR device and starts the device, which automatically initializes the user's learning status data, including initializing the user's learning mastery level S u(t=0) and other parameters, including W c , W r , W f ;

[0077] Step 2: The VR system in the device selects appropriate content for display based on the user's current learning status; when displaying content, the system enhances the user's immersive experience through multiple senses (such as vision, hearing, and touch); for example, when introducing historical events, it provides corresponding background sound effects and virtual tactile feedback;

[0078] Step 3: During the user's learning process, collect the user's interaction times, answer accuracy, reaction time and other data, and feed the above data back to the learning mastery calculation module in real time;

[0079] Step 4: The VR system calculates and updates the user's learning mastery level S based on the user's learning data collected in real time u (t);

[0080] Step 5: Use the spaced repetition algorithm and the user's memory decay characteristics to adjust the content presentation frequency and determine the time interval for the next content repetition. Display the content at appropriate intervals to help strengthen the user's learning memory.

[0081] First, set the parameter λ value. For learning materials that are forgotten quickly, choose a higher λ value. Set α and β to control the logic function curve so that the content with a high degree of mastery is displayed less frequently. Then, according to the user's learning mastery data within time T, use the integral term formula Calculate the user's weighted average learning progress; then substitute the calculation results and learning data into the learning content display frequency F r The calculation formula for the learning content display frequency F is calculated. r Apply as the repetition frequency of the content; finally use the learning content display frequency F r Calculate the duration T of each learning content display interval i , ensuring that content is reproduced at the optimal time.

[0082] Each time the VR system in the device collects new data (such as after each learning session), it automatically updates the user's learning mastery level S u (t) value, and recalculate the learning content display frequency F r , Learning content display interval length T i If the user shows a higher level of mastery in a certain repeated learning (such as an increase in the correct answer rate), the system automatically reduces the frequency of learning content display F r , extend the learning content display interval time T i , otherwise increase the learning content display frequency Fr , shorten the interval between learning content presentations T i .

[0083] Example 2

[0084] This is the second embodiment of the present invention. This embodiment is different from the first embodiment in that: in order to verify the effectiveness of the "VR interactive experience device" of the present invention in enhancing user memory and understanding, a comparative experiment is conducted with the existing VR educational device, as follows:

[0085] Equipment configuration: The VR interactive experience device of the present invention and an existing VR education device (without multi-sensory stimulation and dynamic adjustment of content presentation frequency) are used respectively; both devices are equipped with the same display, headphones, and sensors to ensure the fairness of the experiment;

[0086] Test subjects: 100 participants aged between 18 and 22 years old with basic academic knowledge were selected; the participants were divided into two groups, 50 people in each group, and used the VR device of the present invention and the existing VR device respectively;

[0087] Experimental content: Select a piece of educational content about historical events and display it in a VR immersive environment; two groups of users need to experience the same educational content;

[0088] Test steps:

[0089] Step 1: User initialization;

[0090] After the participant puts on the VR device, the system automatically initializes the learning state and sets the initial mastery level S u (t=0)=0.3;

[0091] Step 2: Content display and multi-sensory stimulation;

[0092] The device of the present invention dynamically selects display content based on the user's current learning status and mastery level, and enhances the immersive effect through multi-sensory experience such as vision, hearing, and touch. Existing VR devices only display video and audio, and do not provide tactile feedback.

[0093] Step 3: Data collection and real-time feedback: During the experiment, the system collects information such as the number of user interactions, correct answer rate, reaction time, etc., and feeds back to the learning mastery calculation module in real time;

[0094] Step 4: Update learning mastery;

[0095] According to the formula: S u (t) = S u (t-1)+η·(W c ·C+W r ·R(t)+Wf F(t)) updates the user’s mastery level in real time;

[0096] In the experiment, η is set to 0.1, W c =0.3,W r =0.5, W f =0.2, and set the number of user interactions to 10, the correct answer rate to 85%, and the average reaction time to 3 seconds;

[0097] Step 5: The spaced repetition algorithm adjusts the frequency of content presentation;

[0098] Based on the updated mastery level S u (t), the system calculates the learning content display frequency F through the spaced repetition algorithm r The interval between the learning content display and the learning content display is T i , ensuring that the content is presented again before the user's memory decays.

[0099] Data Record: The experimental data includes the change in mastery level, correct answer rate, average reaction time and subjective feedback from users. The specific data are shown in the following table:

[0100]

[0101] It can be seen from the experimental data that the VR interactive experience device of the present invention is superior to the existing VR device in terms of user mastery, answer accuracy, reaction time and user satisfaction. The specific analysis is as follows:

[0102] Mastery level: At the end of the experiment, the average mastery level of the users of the device of the present invention was 0.85, while that of the existing VR device was only 0.65, an increase of about 30%. This is because the device of the present invention dynamically adjusts the content presentation frequency through the learning mastery level calculation module and the spaced repetition algorithm module, making the content presentation more in line with the user's memory law, and significantly improving the user's mastery level.

[0103] Correct answer rate: The correct answer rate of users using the device of the present invention in the test reached 92%, which is 14% higher than the 78% of the existing device. The present invention provides rich sensory feedback during content display through a multi-sensory stimulation module, so that users gain a deeper memory and understanding during the experience, thereby effectively improving the correct answer rate.

[0104] Average reaction time: The average reaction time of the device of the present invention is 2.5 seconds, which is about 34% shorter than the 3.8 seconds of the existing VR device. This is because the device of the present invention pushes dynamic content, allowing users to always receive information in the best cognitive state, improving information processing efficiency and reducing reaction time.

[0105] User satisfaction: The device of the present invention scored 9.1 in the user satisfaction rating, 2.4 points higher than the 6.7 of the existing device, indicating that users are more inclined to use the device of the present invention. This is because the present invention enhances the user's sense of immersion through multi-sensory experience when presenting content, and dynamically adjusts the presentation frequency and time interval of the content, so that users can experience personalized learning experience, which significantly improves the user's experience satisfaction.

[0106] To sum up, the VR interactive experience device of the present invention not only has significant advantages in improving the user's learning mastery and answering accuracy through real-time adjustment of content presentation frequency, multi-sensory stimulation and personalized feedback adjustment, but also effectively reduces reaction time and improves user satisfaction.

[0107] It should be noted that the above embodiments are only used to illustrate the technical solutions of the present invention rather than to limit it. Although the present invention has been described in detail with reference to the preferred embodiments, those skilled in the art should understand that the technical solutions of the present invention may be modified or replaced by equivalents without departing from the spirit and scope of the technical solutions of the present invention, which should all be included in the scope of the claims of the present invention.

Claims

1. A VR interactive experience device, characterized in that: include, Data collection and monitoring module, which collects user initial data and real-time learning feedback, including user physiological and behavioral data; The user mastery level assessment module builds a user's learning mastery level model based on the user's learning interaction data, answer accuracy, reaction speed and other related data, and updates the user's learning mastery level based on the user's real-time data; The learning content presentation module calculates the learning content presentation frequency and the learning content presentation interval according to the updated user's learning mastery level, and makes real-time adjustments to the learning content presentation plan; The multi-sensory stimulation enhancement module optimizes the user experience through multi-sensory elements during the user's learning process and stimulates and enhances the learning effect.

2. The VR interactive experience device according to claim 1, characterized in that: The data collection and monitoring module is used to record the user's learning interaction and physiological data as the basic data of learning progress and mastery level, and transmit it to the mastery level assessment module in real time.

3. The VR interactive experience device according to claim 2, characterized in that: The user mastery degree evaluation module establishes a user mastery degree model and calculates the latest user learning content mastery degree S based on the data collected in real time by the data collection and monitoring module. u (t), as a reference for adjusting the display frequency and time interval; Specifically, based on the user's performance after each learning, the learning mastery level S is calculated and updated u (t), the calculation formula is as follows: S u (t)=S u (t-1)+η·(W c ·C+W r ·R(t)+W f ·F(t)) In this formula, S u (t-1) represents the user’s mastery level in the previous learning cycle; η represents the learning update rate, which determines the impact of each update on the mastery level, and its value range is (0,1); W c , W r , W f The weight coefficients represent the importance of content mastery, reaction time and physiological feedback, respectively, satisfying W c +W r +W f =1; C represents the mastery of the current learning content, which is calculated by the accuracy of the current learning content; R(t) is the user's reaction time at time t; F(t) is the data based on physiological feedback.

4. The VR interactive experience device according to claim 3, characterized in that: The learning content presentation module is used to determine the user's learning status based on the latest user learning content mastery calculated by the user mastery assessment module, and then determine the learning content display frequency and time interval of the current user, and dynamically adjust the content presentation rhythm.

5. The VR interactive experience device according to claim 4, characterized in that: The calculation method of the learning content display frequency and time interval of the current user is as follows: Set S u (t) represents the user’s learning level at time t, F r represents the frequency of learning content display, T i The duration of the interval between displaying the learning content; Learning content display frequency F r The calculation formula is as follows: In this formula, T is the total learning time of the user; λ is the attenuation coefficient, which controls the weakening of learning effect over time; t i is each time point of the user in the learning process; α and β are adjustment parameters, which respectively control the slope and offset of the influence curve of the user's mastery level; Integral Item: Indicates the user's learning level S u (t) is the weighted average over time, taking into account the decay of learning effect over time; S u (t) has a value range between [0,1], representing the user's understanding of the content; Summation term: It normalizes the user's learning level at different time points. By using a logical function, the output value is within the range of (0,1), so that it can adapt to different learning abilities. Frequency adjustment: F r The calculation results directly affect the frequency of reappearance of learning content, ensuring that learning content with a higher level of mastery is displayed more frequently; Formula range: F r The value range of is [0,+∞), which indicates the number of times the content is reproduced; Learning content display interval duration T i The calculation formula is as follows: Formula range: T i The value range is [0,+∞), which indicates the interval length of the learning content display.

6. The VR interactive experience device according to claim 5, characterized in that: The multi-sensory stimulation enhancement module includes multi-sensory stimulation elements such as vision, hearing, and touch. Visual stimulation is used to stimulate users' visual memory through visual reinforcement methods such as image animation and keyword highlighting; auditory stimulation enhances the attractiveness of content by adding background music and commentary sound effects of key content; tactile stimulation includes providing vibration feedback when users answer questions correctly or interact, enhancing emotional experience and increasing pleasure.

7. The VR interactive experience device according to claim 6, characterized in that: The multi-sensory stimulation enhancement module has a feedback mechanism that combines the user's physiological feedback data to adjust visual effects, sound reminders and other stimulation methods to guide the user back to the learning state; For example, when the user's physiological data shows a slowdown in heart rate and a decrease in eye movement, it is judged that the user's concentration has decreased, and the user is then guided back to the learning state through the above-mentioned multi-sensory stimulation elements.

8. The method for using the VR interactive experience device according to claim 7, characterized in that: The specific steps include: Step 1: The user wears the VR device and starts the device, which automatically initializes the user's learning status data, including initializing the user's learning mastery level S u (t=0) and other parameters, including W c , W r , W f ; Step 2: The VR system in the device selects appropriate content for display based on the user's current learning status. When displaying content, the system enhances the user's immersive experience through a variety of sensory elements. For example, when introducing historical events, the system provides corresponding background sound effects and virtual tactile feedback. Step 3: During the user's learning process, collect data including the number of user interactions, answer accuracy, and reaction time, and feed the above data back to the learning mastery calculation module in real time; Step 4: The VR system calculates and updates the user's learning mastery level S based on the user's learning data collected in real time u (t); Step 5: Through the spaced repetition algorithm, combined with the user's memory decay characteristics, adjust the content presentation frequency and determine the time interval for the next content repetition. By displaying content at appropriate intervals, it helps strengthen the user's learning memory.

9. The method for using the VR interactive experience device according to claim 8, characterized in that: In step 5, first set the parameter λ value. For learning materials that are forgotten quickly, choose a higher λ value. Set α and β to control the logic function curve so that the content with a higher degree of mastery is displayed less frequently. Then, according to the user's learning mastery data within time T, use the integral term formula Calculate the user's weighted average learning progress; then substitute the calculation results and learning data into the learning content display frequency F r The calculation formula for the learning content display frequency F is calculated. r Apply as the repetition frequency of the content; finally use the learning content display frequency F r Calculate the duration T of each learning content display interval i , ensuring that content is reproduced at the optimal time.

10. The method for using the VR interactive experience device according to claim 9, characterized in that: The VR system in the device automatically updates the user's learning level S every time it collects new data. u (t) value, and recalculate the learning content display frequency F r , Learning content display interval length T i If the user shows a high level of mastery in a certain repeated learning, the system will automatically reduce the frequency of learning content display F r , extend the learning content display interval time T i Otherwise, increase the frequency of learning content display F r , shorten the interval between learning content presentations T i .

Citation Information

Patent Citations

  • Knowledge recommending method based on time shift

    CN107016122A

  • Robot personalized teaching method based on digital human

    CN118537182A

  • Multi-scene multi-data interactive smart learning method and system

    CN118626711A

  • Syncretic Learning Management System

    US20230222929A1

Cited By

  • VR virtual reality multi-sensory interaction device for digital media teaching

    CN122111224A