VR interactive experience device and usage method thereof

Through the collaborative work of the data collection and monitoring module, the user mastery level assessment module and the multi-sensory stimulation enhancement module, the problem that existing VR educational devices cannot dynamically adapt to individual learning needs is solved, intelligent content push and multi-sensory stimulation are realized, and learning efficiency and immersion are significantly improved.

CN119961624BActive Publication Date: 2025-09-19JIANGSU HAICHEN INFORMATION SYST ENG CO LTD
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Patent Information

Application Number
CN202510025827.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-01-08
Publication Date
2025-09-19
Estimated Expiration
2045-01-08

AI Technical Summary

Technical Problem

Existing VR educational devices lack an intelligent content push mechanism, cannot dynamically adapt to individual learning needs, and ignore multi-sensory stimulation, resulting in low learning efficiency, insufficient immersion, and inability to effectively guide real-time adjustments to learning paths.

Method used

Through the collaborative work of the data collection and monitoring module, the user mastery level assessment module, the learning content presentation module and the multi-sensory stimulation enhancement module, the display frequency and time interval of the learning content can be adjusted in real time, and the user experience can be optimized by combining multi-sensory stimulation such as vision, hearing and touch.

Benefits of technology

It improves learning efficiency and user experience, enhances immersion, ensures that learning content is in line with user cognitive levels and memory patterns, dynamically adjusts learning paths, and significantly improves learning outcomes and user satisfaction.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention discloses a VR interactive experience device and a method for using the same. The present invention uses a learning mastery calculation module to calculate the user's mastery in real time using a formula, and dynamically adjusts the content presentation frequency and time interval in combination with an interval repetition algorithm, so that the learning content can be personalized and pushed according to the user's actual needs, avoiding the mechanical and monotonous nature of content presentation. This intelligent content push method not only improves the user's learning efficiency, but also reduces the learning fatigue caused by repetitive content, allowing the user to maintain a higher level of concentration and interest during the learning process; through the comprehensive stimulation of multiple senses such as vision, hearing, and touch, the user's sense of immersion is enhanced, allowing the user to experience and understand educational content more deeply in the VR environment, helping to stimulate the user's emotional resonance, making the learning process more vivid and interesting, and thus significantly improving the user's memory effect.
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Description

Technical Field

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

[0002] With the current trend toward informatization and intelligent learning, virtual reality (VR) technology has been widely adopted in education. Compared to traditional classroom teaching methods, VR can enhance learning engagement and interactivity through immersive experiences, thereby improving users' mastery and retention of knowledge. VR can also visualize abstract theoretical content, making it easier for students to understand and accept. However, existing VR educational devices and methods have several technical flaws that limit their effectiveness in education.

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

[0004] Secondly, existing VR educational devices lack multisensory stimulation in their interactive experiences, typically limited to visual and auditory presentations while neglecting the integration of multiple senses like touch and feedback. This results in insufficient learner immersion and ineffective emotional resonance. Furthermore, existing technologies are relatively simplistic in data collection and analysis of learning mastery, lacking real-time monitoring and accurate assessment of user learning behavior, making them ineffective in guiding the dynamic adjustment of learning paths.

[0005] The VR interactive experience device and its usage method provided by the present invention achieve real-time adjustment and optimization of the user's individual learning status through the collaborative work of multiple modules such as data collection, mastery level 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 the embodiments of the present invention and briefly introduce some preferred embodiments. Some simplifications or omissions may be made in this section and the abstract and title of this application to avoid obscuring the purpose of this section, the abstract and the title of the invention, and such simplifications or omissions should not 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 based on 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 and stimulates and enhances learning effects during the user's learning process.

[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 assessment module in real time.

[0013] As a preferred solution of the VR interactive experience device of the present invention, the user mastery level assessment module establishes a user mastery level model and calculates the latest user learning content mastery level based on the data collected in real time by the data acquisition 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 Indicates 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's learning process; α and β are adjustment parameters that control the slope and offset of the influence curve of the user's mastery level respectively;

[0021] Integral item: Indicates the user's learning mastery 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 and uses a logical function to make the output value within the range of (0,1), so as to 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 repeated;

[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 duration of the interval between 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. Visual stimulation is used to stimulate the user's visual memory through visual enhancement methods such as image animation and keyword highlighting; auditory stimulation enhances the attractiveness of the 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 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 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 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 aforementioned 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. The device 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 within the device selects appropriate content for presentation based on the user's current learning status. During presentation, the system enhances the user's immersive experience through multiple senses (such as vision, hearing, and touch). For example, when introducing historical events, the system provides corresponding background sound effects and virtual tactile feedback.

[0032] Step 3: During the user's learning process, collect data such as the number of user interactions, answer accuracy, and reaction time, and feed the above data into 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 and memory.

[0035] As a preferred method of using the VR interactive experience device of the present invention, in step 5, the parameter λ value is first set. For learning materials with faster forgetting, a higher λ value is selected; α and β are set to control the logic function curve so that the display frequency of content with higher mastery is reduced; then, according to the user's learning mastery data within time T, the integral term formula is used. 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 is used to calculate the learning content display frequency F 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, wherein: 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 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 .

[0037] Beneficial effects of the present invention:

[0038] 1. This invention utilizes a learning mastery calculation module to calculate a user's mastery level in real time using a formula. Combined with a spaced repetition algorithm, it dynamically adjusts the frequency and time interval of content presentation. This allows personalized content delivery based on the user's actual needs, avoiding the mechanical and monotonous nature of content presentation. This intelligent content delivery method not only improves learning efficiency but also reduces learning fatigue caused by repetitive content, allowing users to maintain a higher level of focus and interest during the learning process.

[0039] 2. This invention enhances the user's sense of immersion through the integrated stimulation of multiple senses, including vision, hearing, and touch, enabling users to more deeply experience and understand educational content in a VR environment. Compared to existing technologies that rely solely on visual and auditory presentations, this multi-sensory stimulation design helps stimulate users' emotional resonance, making the learning process more vivid and engaging, and significantly improving users' memory.

[0040] 3. This invention adjusts the frequency and interval of content presentation in real time based on 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 better matches the user's cognitive level and memory pattern. This avoids the problems of fixed learning paths and delayed adjustments in existing technologies, greatly improving the targeted and adaptable nature 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. Those skilled in the art can also derive other drawings based on these drawings without inventive effort. 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 workflow diagram 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 embodiments of the present invention are described in detail below with reference to the accompanying drawings.

[0045] In the following description, many specific details are set forth to facilitate a full understanding of the present invention. However, the present invention may also be implemented in other ways different from those described herein. 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" herein refers to a specific feature, structure, or characteristic that may be included in at least one implementation of the present invention. The phrase "in one embodiment" appearing in various places throughout this specification does not necessarily refer to the same embodiment, nor does it refer to a separate or selective embodiment that is mutually exclusive of 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 basic data for 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 mastery of learning content 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 based on 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 current user's learning content display frequency and time interval, 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 Indicates 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's learning process; α and β are adjustment parameters that control the slope and offset of the influence curve of the user's mastery level respectively;

[0060] Integral item: Indicates the user's learning mastery 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 and uses a logical function to make the output value within the range of (0,1), so as to 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 repeated;

[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 duration of the interval between content display.

[0066] The multi-sensory stimulation enhancement module optimizes the user experience through multi-sensory elements and stimulates and enhances learning effects during the user's learning process. 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 learning 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 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 paths

[0069] The present invention establishes an accurate mastery model through a user mastery assessment module based on the user's learning interaction data, answer accuracy, and reaction speed. This model not only assesses the user's mastery of the learning content in real time, but also dynamically adjusts the user's mastery value and works in conjunction with the learning content presentation module to form a personalized learning path. Compared to 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 learning content and user needs, avoids excessive repetition or inappropriate skipping of 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 existing technology, 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 existing technology that cannot adjust the learning content 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 not only collects initial user data at the beginning of learning but also monitors physiological and behavioral feedback in real time throughout the learning process, providing accurate data support for mastery assessment and content presentation adjustments. This dynamic data collection and analysis capability is relatively lacking in existing technologies. By leveraging this data, the present invention can continuously optimize the user's learning path and content presentation, making the system's response to users more intelligent and personalized.

[0074] In summary, this invention overcomes the shortcomings of existing technologies in multiple ways and, through its innovative modular design, achieves efficient delivery of educational content and deep retention. Compared to the simple content presentation model of existing technologies, this invention demonstrates significant creativity and technological advancement through the collaborative work of personalized content adjustment, spaced repetition algorithms, multi-sensory stimulation, and real-time feedback.

[0075] The present invention also provides a method for using the aforementioned 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. The device 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 within the device selects appropriate content for presentation based on the user's current learning status. During presentation, the system enhances the user's immersive experience through multiple senses (such as vision, hearing, and touch). For example, when introducing historical events, the system provides corresponding background sound effects and virtual tactile feedback.

[0078] Step 3: During the user's learning process, collect data such as the number of user interactions, answer accuracy, and reaction time, and feed the above data into 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: Using a spaced repetition algorithm, combined with the user's memory decay characteristics, we adjust the frequency of content presentation and determine the interval between content repetitions. By presenting content at appropriate intervals, we help strengthen the user's learning and 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 frequency of display of content with a high degree of mastery is reduced. Then, based on the user's learning and 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 is used to calculate the learning content display frequency F 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 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 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 differs 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 was conducted with an existing VR educational device, as follows:

[0085] Equipment configuration: The VR interactive experience device of the present invention and an existing VR educational device (lacking multi-sensory stimulation and dynamic adjustment of content presentation frequency) were used. Both devices were equipped with the same display, headphones, and sensors to ensure fairness in the experiment.

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

[0087] Experimental content: A piece of educational content about a historical event was selected and presented in a VR immersive environment. Two groups of users were required 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 presentation 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 collected information such as the number of user interactions, correct answer rate, and reaction time, and fed it 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, we set η = 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: 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: Experimental data includes changes in mastery level, correct answer rate, average reaction time, and users’ subjective feedback. The specific data are shown in the following table:

[0100]

[0101] From the experimental data, it can be seen 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: At the end of the experiment, the average mastery level of users using the device of the present invention was 0.85, while that of existing VR devices was only 0.65, an improvement of approximately 30%. This is because the device of the present invention uses a learning mastery level calculation module and a spaced repetition algorithm module to dynamically adjust the content presentation frequency, making the content presentation more consistent with the user's memory patterns and significantly improving the user's mastery level.

[0103] Correct Answer Rate: Users using the device of the present invention achieved a 92% correct answer rate in the test, 14% higher than the 78% achieved with existing devices. This device, through its multi-sensory stimulation module, provides rich sensory feedback during content presentation, enabling users to gain deeper memories and understanding during the experience, thereby effectively improving the correct answer rate.

[0104] Average Response Time: The average response time for the device is 2.5 seconds, approximately 34% shorter than the 3.8 seconds of existing VR devices. This is because the device pushes dynamic content, allowing users to always receive information in an optimal cognitive state, improving information processing efficiency and reducing response time.

[0105] User Satisfaction: The device of the present invention scored 9.1 in user satisfaction, 2.4 points higher than the 6.7 of existing devices, indicating that users prefer the device of the present invention. This is because the present invention enhances user immersion through multi-sensory experience during content presentation, while dynamically adjusting the frequency and interval of content presentation, providing users with a personalized learning experience and significantly improving user satisfaction.

[0106] In summary, 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 and are not intended to limit the present invention. 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 by: 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 relevant data including user learning interaction data, answer accuracy, and reaction speed, and updates the user's learning mastery level based on real-time user data; The learning content presentation module calculates the learning content presentation frequency and the learning content presentation interval based on 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 and enhances the learning effect through multi-sensory stimulation elements including vision, hearing, and touch during the user's learning process; Specifically, based on the user's performance after each learning session, the learning mastery level is calculated and updated. , the calculation formula is as follows: In this formula, Indicates the user's mastery level in the previous learning cycle; Indicates the learning update rate, which determines the impact of each update on the mastery level, and its value range is (0,1); 、 、 The weight coefficients represent the importance of content mastery, reaction time and physiological feedback, respectively. ; Indicates the mastery of the current learning content, which is calculated by the accuracy of the current learning content; User reaction time at time t; For data based on physiological feedback; The calculation method of the learning content display frequency and time interval duration of the current user is as follows: Indicates the user's learning level at time t, Indicates the frequency of learning content display, Display interval duration for learning content; Frequency of learning content display The calculation formula is as follows: ; In this formula, T is the total learning time of the user; is the attenuation coefficient, which controls the weakening of learning effect over time; For users at every point in the learning process; 、 To adjust the parameters, we control the slope and offset of the influence curve of the user’s mastery level respectively; Integral item: Indicates the user's learning level The weighted average over time takes into account the decay of learning effects over time; The value range is between [0,1], representing the user's understanding of the content; Summation term: It normalizes the user's learning level at different time points and uses a logical function to make the output value within the range of (0,1), so as to adapt to different learning abilities. Frequency Adjustment: The calculation results directly affect the frequency of recurrence of learning content, ensuring that learning content with a higher level of mastery is presented less frequently; Formula value range: The range of is [0,+∞), which indicates the recurrence frequency of the content; Learning content display interval length The calculation formula is as follows: ; Formula value range: The value range of is [0,+∞), which indicates the duration of the learning content display interval.

2. The VR interactive experience device according to claim 1, wherein: The data collection 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 transmits it to the mastery level assessment module in real time.

3. The VR interactive experience device according to claim 2, wherein: The user mastery degree assessment module calculates the latest user learning content mastery degree based on the data collected in real time by the data acquisition and monitoring module by establishing a user mastery degree model. , as a reference for adjusting the display frequency and display interval duration.

4. The VR interactive experience device according to claim 3, wherein: 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 current user's learning content display frequency and display interval length, and dynamically adjust the content presentation rhythm.

5. The VR interactive experience device according to claim 4, characterized in that: 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 sound effects for commentary of key content; tactile stimulation includes providing vibration feedback when users answer questions correctly or interact, enhancing emotional experience and increasing pleasure.

6. The VR interactive experience device according to claim 5, 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 tactile stimulation methods to guide the user back to the learning state.

7. The method for using the VR interactive experience device according to claim 6, characterized in that: The following specific steps are included: Step 1: The user wears the VR device and starts the device. The device automatically initializes the user's learning status data, including initializing the user's learning mastery level. and other parameters, including 、 、 ; Step 2: The VR system within the device selects content to display based on the user's current learning status. During the display of content, the system enhances the user's immersive experience through various sensory elements. Step 3: During the user's learning process, collect data including the number of user interactions, answer accuracy, and reaction time, and feed the 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 based on the user's learning data collected in real time ; 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 the content at intervals, it helps strengthen the user's learning and memory.

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