Interactive old-age nursing action practical training interactive training method and interactive old-age nursing action practical training interactive training system

Through gamified interactive design and fast time event mechanism simulation of nursing actions, the problem of shortage of elderly caregivers is solved, efficient and vivid training results are achieved, and young people are attracted attention.

CN120089046APending Publication Date: 2025-06-03CHINA ELECTRONICS ENGINEERING DESIGN INSTITUTECO LTD
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Patent Information

Application Number
CN202510512712.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-23
Publication Date
2025-06-03

AI Technical Summary

Technical Problem

China faces serious aging problems, which has led to a surge in demand for elderly care workers, but the number of existing certified care workers is not enough to meet the demand.

Method used

Adopting gamified interactive design, similar to the fast time event (QTE) mechanism in video games, simulates nursing actions through animated scenes and real-time decision-making, enhances user experience and skill understanding, and improves training efficiency and appeal through interactive training systems.

Benefits of technology

It has achieved a more vivid teaching of the details of elderly care actions and more accurately testing users' understanding of the details of nursing actions, improving training efficiency and attractiveness, and has the potential to attract young people to pay attention to the field of elderly care.

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Abstract

The invention relates to an interactive pension nursing action practical training interactive training method and system, and the method is characterized in that a self-adaptive learning mechanism is adopted, and the training content and difficulty are dynamically adjusted according to the performance of a user in each training stage; by analyzing user operation data in real time, the system can recognize weak points of a user in a specific nursing action link, and the difficulty and frequency of related training content are automatically increased. Compared with the prior art, the method has the advantages that the method is similar to a quick time event (QTE) mechanism in a game, training of the user in a specific nursing action link can be enhanced in a more targeted mode, the learning progress of the user can be accurately evaluated through data analysis, and therefore personalized training experience and more efficient skill mastering are achieved.
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Description

Technical Field

[0001] The present invention relates to the field of virtual reality technology, and in particular, to an interactive training method and system for elderly care action training. Background Art

[0002] China is facing a serious aging problem. It is estimated that by 2050, the elderly population aged 60 and above will reach 366 million, accounting for 28% of the total population, exceeding the total population of the United States. This has led to a surge in the demand for elderly care workers, but currently, there are only about 300,000 certified caregivers, far from meeting the needs of 40 million elderly people aged 65 and above. Summary of the Invention

[0003] The present invention adopts a gamified interactive design, similar to the Quick Time Event (QTE) mechanism in video games, and simulates care actions (such as wheelchair transfer, assisting with toileting, etc.) through animated scenes and real-time decision-making, enhancing the user experience and skill understanding. At the same time, it improves the training efficiency and attractiveness, and has the potential to attract young people's attention to the field of elderly care.

[0004] The technical solutions adopted in this application are as follows:

[0005] In a first aspect, an embodiment of the present invention provides an interactive training method for elderly care action training, including the following steps:

[0006] Step 1: Load the animation resource file and audio file from a preset path, assign a unique identifier to the virtual character and establish a binding relationship with the animation, set the attempt counter and task stage counter to 0, set up a multi-action check interface and display the task title text;

[0007] Step 2: Preset the task stage counter, and compare the current number of attempts with the preset maximum number of attempts; if the current number of attempts is less than the preset maximum number of attempts, then proceed to Step 3, otherwise proceed to Step 5;

[0008] Step 3: Play the current task animation sequence, synchronously detect the trigger events and playback progress in the animation frames, and when the playback progress reaches the preset end value, proceed to Step 4;

[0009] Step 4: Check the value of the animation playback progress counter, confirm that it has reached the preset end threshold, and verify whether all task completion status flags are successful. If all are successful, proceed to Step 5;

[0010] Step 5: Read the current value of the attempt counter, compare it with the preset maximum number of attempts, and confirm that the limit has been reached; after confirmation, send a jump signal to the task controller to trigger the environment cleaning process; reset the task status to the initial value, clear all temporary data related to the task, and prepare for the next task attempt;

[0011] Step 6: Call the stop function and execute each operation in the task end instruction list;

[0012] Step 7: Collect and organize the task execution data to generate a report file.

[0013] Further, in Step 3, classify and process according to the trigger event type; the event types are divided into three types. If it is the first event, jump to execute the preset command; if it is the second event, trigger the plot playback or user action selection process according to the mode parameter; if it is the third event, remove the event flag from the event queue and continue to execute the animation playback.

[0014] Further, if the plot playback mode is triggered, delete the event object and play the stage plot; if the user action selection process is triggered, load the optional action list and prompt text, start the countdown counter and monitor the user input, update the stage status flag bit and the total score variable according to the selection result, and if it fails, increment the attempt counter and retry.

[0015] Further, Step 1 further includes: being configured to load the animation scene and character model data, initialize the character attribute parameters, establish the binding relationship between the character and the animation, and execute the animation playback instruction.

[0016] Further, Step 1 further includes: being configured to call the audio playback API to initialize the audio stream, set the volume and loop playback parameters, and automatically start playing after loading is completed;

[0017] Be configured to establish a data record storage structure including the stage completion status and the event queue.

[0018] Further, the updating the stage status flag bit and the total score variable according to the selection result further includes:

[0019] After receiving the user selection result signal, set the current stage status flag bit to 1, and at the same time trigger the score addition function to add the preset score value to the total score variable; after scoring is completed, send a status update signal;

[0020] Locate and delete the current event object from the event processing queue, release the relevant memory space and reset the event status flag bit;

[0021] Further, read the configuration data of the current task stage, and detect whether there is a stage end plot marker through a boolean value:

[0022] If the plot marker is detected, read the plot resource index of the current stage from the configuration file, load the corresponding plot animation data into the memory, and start the parsing and playback of the data stream;

[0023] If no plot marker is detected, read the value of the current task stage counter from memory, increment it by 1, write it back to the storage area, and reset all status variables and temporary data structures related to this stage.

[0024] Further, step 4 further includes: upon receiving a plot success status signal, call an update function, add a preset plot score to the total score variable, and write the new total score data to the storage area; perform the parsing and playback of the current plot data stream until a plot end flag is detected.

[0025] Further, step 4 further includes: upon receiving a plot failure status signal, keep the score unchanged, record the current status in the task log; continue to perform the parsing and playback of the current plot data stream until a plot end flag is detected.

[0026] In a second aspect, an embodiment of the present invention provides an interactive training system for elderly care action training, including: a basic framework and a business logic framework;

[0027] The basic framework is used to obtain data from device hardware and provide necessary basic services for modules in the logic framework;

[0028] The basic framework includes:

[0029] Skeletal animation module: The skeletal animation module is used for the whole process from skeletal structure management, animation data processing to skinning and performance optimization;

[0030] GUI module: The GUI module is used to generate an interface presented on the device display;

[0031] Graphics rendering module: The graphics rendering module is used to interact with the device's graphics accelerator, transfer the graphics elements to be rendered to the graphics accelerator and display them on the device display;

[0032] Touch input module: The touch input module is used to obtain user click information from the input device, and the interactive user input logic determination module in the training system receives the user's click message;

[0033] Sound playback module: The sound playback module is used to manage and control audio playback in the application or system;

[0034] The business logic framework includes:

[0035] Initialization module: The initialization module is used for system startup and resource preparation;

[0036] Success condition check module: The success condition check module is used for the verification of the number of attempts;

[0037] User input logic determination module: The user input logic determination module is used to monitor user input events and countdown status, and determine whether the user's selection is correct. If it is correct, it jumps to the successful processing flow; if it is incorrect or times out, it jumps to the failed processing flow;

[0038] Action segmented playback module: The action segmented playback module is used for the playback of animations and event detection;

[0039] Action segmented switching module: The action segmented switching module is used for the switching of task phases and process control.

[0040] Thirdly, an embodiment of the present invention provides an electronic device, including a processor and a memory;

[0041] The memory is used to store operation instructions;

[0042] The processor is used to execute the above-mentioned interactive elderly care action training interactive training method by calling the operation instructions.

[0043] The interactive elderly care action training interactive training method and system disclosed in the embodiments of the present application decompose complex care actions into multiple stages and incorporate interactive checkpoints, creating a highly immersive and interactive mode. Utilizing a Quick Time Event (QTE) mechanism similar to that in video games, users are required to make correct choices or answer questions at each stage to continue playing the demonstration care actions. This method can teach the details of elderly care actions more vividly and simultaneously test the user's understanding ability of the details of care actions more accurately. BRIEF DESCRIPTION OF THE DRAWINGS

[0044] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for description in the embodiments of the present application.

[0045] Figure 1 It is a flowchart of an interactive elderly care action training interactive training method provided by an embodiment of the present application;

[0046] Figure 2 It is a structural diagram of an interactive elderly care action training interactive training system provided by an embodiment of the present application;

[0047] Figure 3 It is a screenshot of the "Quick Time Event" in the elderly care training practical training system of an embodiment of the present application. DETAILED DESCRIPTION OF THE EMBODIMENTS

[0048] Embodiments of the present application will be described in detail below. Examples of each embodiment are shown in the accompanying drawings, where the same or similar reference numerals denote the same or similar elements or elements having the same or similar functions throughout. The embodiments described below by referring to the accompanying drawings are exemplary and are only used to explain the present application, and should not be construed as a limitation of the present application.

[0049] Those skilled in the art of the present technology can understand that unless specifically stated, the singular forms "a", "an" and "the" used herein may also include the plural forms. It should be further understood that the term "including" used in the specification of the present application means the presence of features, integers, steps, operations, elements and / or components, but does not exclude the presence or addition of one or more other features, integers, steps, operations, elements, components and / or their groups. The phrase "and / or" used herein includes all or any unit and all combinations of one or more related listed items.

[0050] To make the purpose, technical solutions and advantages of the present application clearer, the specific implementation manners of the present application will be further described in detail below with reference to the accompanying drawings.

[0051] Embodiment 1:

[0052] The method described in this embodiment is similar to the QTE (Quick Time Event) mechanism in video games, which is a common gameplay in video games that requires players to perform specific operations in response to on-screen prompts within a short period of time. Players must perform specific operations (such as pressing a certain button, shaking the joystick or making a specific gesture) within the time required by the prompts (such as button icons) that appear on the screen. If the player successfully performs the operation within the specified time, the game will continue or trigger a specific result; otherwise, failure may cause the character to be injured, the mission to fail or change the narrative direction of the game.

[0053] Similarly, this embodiment enhances the user experience and understanding of skills by simulating nursing actions (such as wheelchair transfer, assisting with toileting, etc.) through animation scenes and real-time decisions. At the same time, it improves the training efficiency and attractiveness, and has the potential to attract the attention of young people to the field of elderly care.

[0054] See Figure 1 shown is a flowchart of an interactive training method for elderly care nursing actions in an embodiment. To better understand this method, the technical solution of this embodiment will now be described in detail in conjunction with Figure 1 :

[0055] S1 Initialization and Environment Preparation

[0056] The S102 system reads the animation resource file from the preset path, loads the animation scene and character model data. The system assigns a unique identifier to each virtual character, initializes the character attribute parameters, establishes the binding relationship between the character and the animation, and executes the animation playback instruction.

[0057] When the S101 system starts, it loads the audio file into the memory and calls the audio playback API to initialize the audio stream.

[0058] Set the audio parameters including configuration items such as volume and loop playback status. After the audio is loaded, it starts playing automatically, and the playback status is maintained by the system.

[0059] The S103 system allocates task parameter storage space in the memory, sets the attempt counter variable to 0, and sets the task phase counter to 0. The system initializes the task status monitor and establishes a data record storage structure.

[0060] The S104 system switches the interface display mode to the multi-action check mode, reads the task title string from the configuration file, and calls the interface rendering module to display the task title text at the specified position.

[0061] After the initialization is completed:

[0062] Automatically enter S2 to check the number of attempts and switch phases.

[0063] S2 checks the number of attempts and switches phases

[0064] The S201 system reads the value of the current attempt number variable and makes a numerical comparison with the preset maximum number of attempts in the system configuration file. The comparison result is used to determine the next execution path.

[0065] S201a If the number of attempts has been used up, the system enters S15.

[0066] S201b If the number of attempts has not been used up, the system enters S3 and starts task execution.

[0067] S3 plays the animation and detects key events

[0068] The S301 system calls the animation playback module to play the current task animation sequence, and at the same time starts the event detector to continuously monitor the animation frames and capture the preset trigger event markers. The event detection results are passed to the event processing module for classification and processing.

[0069] The S302 system executes the corresponding processing branch according to the event type code:

[0070] S302a If it is a command event, jump to S5.

[0071] S302b If it is a pause moment event:

[0072] S302b1 Plot mode, jump to S4.

[0073] S302b2 Action mode, jump to S6.

[0074] S302c If it is an end event, the system removes the event flag from the event queue and continues to play the animation.

[0075] S303 The system detects the animation playback progress. When the progress counter reaches the preset end value, jump to S14.

[0076] S4 Play the plot content

[0077] S401 The system deletes the current event object from the event processing queue, releases the relevant memory space, and resets the event status flag.

[0078] S402 The system reads the configuration data of the current task phase and checks whether there is a phase end plot flag: S402a If there is, jump to S10.

[0079] S402b If not, jump to S9.

[0080] S5 Execute the preset command

[0081] S501 The system reads the command list data of the current task phase, executes each command instruction in turn, and updates the status information such as the position parameters and posture data of the virtual character. After the command execution is completed, the system records the execution result.

[0082] S502 The system clears the current event flag and resets the event processing status.

[0083] S503 The system enters S9.

[0084] S6 Wait for the user to select an action

[0085] S601 The system loads the optional action list and prompt text of the current phase from the configuration file, calls the interface module to display the option buttons and prompt information in the specified area, and activates the user input listener.

[0086] S602 The system initializes the countdown counter, sets the initial value to 5000 milliseconds, and starts the timer to count down.

[0087] S603 The system continuously monitors the user input events and the countdown status:

[0088] S603a The selection is correct, jump to S7.

[0089] S603b The selection is incorrect or timed out, jump to S8.

[0090] S7 Process the successful selection

[0091] After the S701 system receives the user selection result signal, it calls the status management module to set the current stage status flag to 1. At the same time, it triggers the score-adding function of the scoring module and adds the preset score to the total score variable. After scoring is completed, the system sends a status update signal to the main control module.

[0092] The S702 system locates and deletes the current event object from the event processing queue and releases the relevant memory space. After completion, it resets the event status flag to ensure that the event processor can continue to respond to new trigger events.

[0093] The S703 system executes a 1000-millisecond delay function, and then reads the configuration data of the current task stage. It determines whether there is a stage end plot marker through a boolean value:

[0094] When the S703a detects the plot marker, it jumps to S10.

[0095] When the S703b does not detect the plot marker, it jumps to S9.

[0096] S8 Process selection failure

[0097] After the S801 system receives the selection failure signal, it calls the status management module to set the current stage status flag to 0. The scoring module receives the status signal, performs the operation of keeping the score unchanged, and sends a status update completion signal to the main control module.

[0098] The S802 system calls the timer module to execute a 1000-millisecond delay. After the delay ends, it will try to increment the counter variable value by 1 and write the new value to the counter storage area in memory.

[0099] The S803 system sends a jump signal to the task controller with the parameter "S2", triggering the next round of attempt judgment process.

[0100] S804 Execution path:

[0101] After the failure handling is completed, it jumps to S2.

[0102] S9 Enter the next stage

[0103] The S901 system reads the value of the current task stage counter from memory, adds 1 to it, and writes it back to the storage area. At the same time, the system resets all status variables and temporary data structures related to this stage.

[0104] The S902 system sends a jump signal to the task controller with the parameter "S2", triggering the initialization process of the new stage.

[0105] S903 Execution path:

[0106] After the stage switch is completed, it jumps to S2.

[0107] S10 Play stage plot

[0108] S1001 The system reads the plot resource index of the current stage from the configuration file, calls the resource loader to load the corresponding plot animation data into memory, and starts the parsing and playing of the data stream through the animation playback module.

[0109] After S1002 the system detects the plot playback end flag, it calls the interface management module to switch the display mode parameter to 2 and reactivate the user interaction interface for the multi-action check mode.

[0110] S1003 The system sends a jump signal to the task controller with the parameter "S9", triggering the stage switching process. S1004 Execution path:

[0111] After the plot is played, jump to S9.

[0112] S11 Plot stage successful

[0113] After S1101 the system receives the plot success status signal, it calls the update function of the scoring module, adds the preset plot score to the total score variable, and writes the new total score data to the storage area. S1102 The system maintains the running state of the plot playback module and continues to execute the parsing and playing of the current plot data stream until the plot end flag is detected.

[0114] S1103 Execution path:

[0115] After the status is updated, continue the current process.

[0116] S12 Plot stage failed

[0117] After S1201 the system receives the plot failure status signal, the scoring module performs the operation of keeping the score unchanged and records the current status in the task log for subsequent data analysis.

[0118] S1202 The system maintains the running state of the plot playback module and continues to execute the parsing and playing of the current plot data stream until the plot end flag is detected.

[0119] S1203 Execution path:

[0120] After the status is updated, continue the current process.

[0121] S13 Task ends and environment is cleared

[0122] S1301 The system calls the stop function of the animation control module to interrupt the data stream playback of the current task animation, release the relevant memory resources, and reset the status parameters of the animation player.

[0123] The S1302 system sequentially executes each operation in the task end instruction list, including but not limited to: saving task records, updating user profiles, generating statistical data, cleaning up temporary files, etc.

[0124] The S1303 system sequentially executes: resetting the status parameters of all virtual characters, clearing the character action cache, switching the interface to the initial state, stopping the background music playback, and releasing audio resources.

[0125] The execution path of S1304:

[0126] After the cleaning is completed, jump to S17.

[0127] S14 Task successfully exits

[0128] The S1401 system checks the value of the task animation playback progress counter, confirms that it reaches the preset end threshold, and at the same time verifies that the completion status flags of all task phases are 1.

[0129] The S1402 system sends a jump signal to the task controller with the parameter "S13", triggering the environment cleaning process. The S1403 system sets the task status to "completed", releases all relevant resources, and terminates the task process.

[0130] The execution path of S1404:

[0131] After successfully exiting, jump to S13.

[0132] S15 Task fails to exit

[0133] The S1501 system reads the current value of the attempt counter, compares it with the preset maximum number of attempts in the system configuration, and confirms that the limit has been reached.

[0134] The S1502 system sends a jump signal to the task controller with the parameter "S13", triggering the environment cleaning process. The S1503 system resets the task status to the initial value, clears all task-related temporary data, and prepares for the next task attempt.

[0135] The execution path of S1504:

[0136] After failing to exit, jump to S13.

[0137] S16 Real-time feedback and scoring

[0138] The S1601 system monitors the task status variables in real time. When it detects a change in the phase completion flag, it calls the corresponding scoring function to update the total score according to its value (1 indicates success, 0 indicates failure). The S1602 system displays the latest score data and the remaining number of attempts at the specified interface location through the interface update module, maintaining real-time synchronization of information.

[0139] S17 Task Evaluation and Summary

[0140] S1701 The system collects and collates task execution data, including: cumulative score, number of completed stages, completion status of each stage, etc., and generates a task report file in standard format.

[0141] S1702 The system loads the report display template, fills the task report data into the corresponding positions, renders to generate the final user interface, and waits for the user to confirm before closing.

[0142] The interactive training method for elderly care nursing action training disclosed in the first embodiment creates an immersive and highly interactive mode by decomposing complex nursing actions into multiple stages and integrating interactive checkpoints. Utilizing a Quick Time Event (QTE) mechanism similar to that in video games, users are required to make correct choices or answer questions at each stage to continue playing the demonstration of nursing actions. This method can teach the details of elderly care nursing actions more vividly and simultaneously test the user's understanding ability of the details of nursing actions more accurately.

[0143] Embodiment Two:

[0144] Figure 2 Shown is the structural diagram of the interactive training system for elderly care nursing action training. Now, in combination with Figure 2 the technical solution of this embodiment will be elaborated in detail:

[0145] The interactive training system for elderly care nursing action training shown in Embodiment Two corresponds to the method described in Embodiment One. Logically, this system can be divided into two major parts, namely:

[0146] Basic Framework and Business Logic Framework

[0147] Among them, the basic framework obtains data from device hardware and provides necessary basic services for the modules in the logic framework. It includes:

[0148] Skeletal Animation Module: The skeletal animation module is responsible for the entire process from skeletal structure management, animation data processing to skinning and performance optimization. It needs to balance the smoothness of the animation, computational efficiency, and development convenience to meet the requirements of modern 3D applications. Through reasonable design and implementation, the skeletal animation module can endow the characters in the virtual world with vivid vitality.

[0149] GUI Module: The GUI module is responsible for generating interfaces that can be presented on the device display. Various types of information can be presented on these interfaces. For example, the selection progress of the current user by the reference plane interactive selection module is presented on the interface for display to the user.

[0150] Graphics rendering module: Used to interact with the device's graphics accelerator, transfer the graphics components to be rendered to the graphics accelerator and finally display them on the device's display.

[0151] Touch input module: Used to obtain user click information from the device's input device, and is used for the interactive user input logic determination module in the training system to receive the user's click message. The input device can be a mouse, a capacitive screen, a resistive screen, etc.

[0152] Sound playback module: The sound playback module undertakes the core responsibility of managing and controlling audio playback in the application or system. Its main functions include: Loading audio resources: Support loading audio files or audio streams to prepare for playback. Playback control: Implement basic operations such as playing, stopping, pausing, and resuming playback of audio. Volume and speed adjustment: Provide functions to adjust the volume size and playback speed to meet different scenario requirements. Audio format processing: Responsible for decoding various audio formats to ensure compatibility and correct playback.

[0153] The business logic framework is the core of this system and is used to support the complete evaluation business, which includes:

[0154] Initialization module: The initialization module is the basic core of the virtual training system for elderly care, responsible for the startup and resource preparation of the entire system. This module first reads the animation resource file from the preset path, loads the animation scene and character model data, assigns a unique identifier to each virtual character, and initializes the character attribute parameters such as position and posture. At the same time, load the audio file into the memory, set parameters such as volume and loop playback, and ensure that the audio starts playing automatically after loading. In terms of task parameter configuration, the module allocates storage space in the memory, initializes the attempt counter and the task phase counter to 0, and establishes a task status monitor and a data record storage structure. In the interface preparation phase, the module switches to the multi-action check mode and displays the task title text. Finally, execute the animation playback instruction to ensure that the animation and audio start playing automatically after loading, laying a solid foundation for subsequent task execution. The successful execution of the initialization module is the prerequisite for the normal operation of the system, and its responsibilities cover key links such as resource loading, parameter configuration, and environment startup.

[0155] Success Condition Check Module: The success condition check module plays a crucial role in task process control in the virtual training system for elderly care. This module is first responsible for verifying the number of attempts. By comparing the current number of attempts read with the preset maximum number of attempts, it decides whether the task continues to execute or fails and exits. Secondly, the module determines the success or failure of each task stage, checks the stage completion status flag (1 for success, 0 for failure), and accordingly performs scoring or process control. At the overall task level, the module verifies the completion status of all stages at the end of the animation playback. If all are successful, it triggers the successful exit of the task; otherwise, it decides to retry or fail and exit based on the remaining number of attempts. Through strict condition checks, this module ensures the compliance and integrity of task execution, while providing clear success and failure feedback to users. Its responsibilities are not limited to condition judgment, but also include the control of process jumps, and it is an important hub for the system's business logic flow.

[0156] User Input Logic Judgment Module: The user input logic judgment module is the core of user interaction in the virtual training system for elderly care. This module first loads the list of optional actions and prompt texts for the current stage from the configuration file, displays option buttons and prompt messages through the interface module, and activates the user input listener. At the same time, the module initializes and starts a countdown for a certain period of time to ensure that the user makes a choice within the specified time. The module continuously monitors the user input events and the countdown status, and determines whether the user's choice is correct: if correct, it jumps to the success handling process; if incorrect or timed out, it jumps to the failure handling process. In addition, the module supports multiple input devices through the touch input module to ensure the compatibility and flexibility of the interaction. The responsibility of the user input logic judgment module is to accurately capture and judge the user's interaction behavior, provide real-time user feedback to the system, and trigger the corresponding business logic process, which is a key component in realizing the interactivity of virtual training.

[0157] Action Segment Playback Module: The action segment playback module is responsible for the playback of animations and event detection in the virtual training system for elderly care. This module calls the animation playback module to play the animation sequence of the current task, and starts the event detector to continuously monitor the animation frames, capturing preset trigger event markers, such as command events, pause moment events, and end events. According to the event type, the module executes different processing branches: the command event triggers the execution of a preset command to update the character state; the pause moment event plays the plot content in the plot mode and waits for the user to make a choice in the action mode; the end event removes the marker from the event queue and continues the animation playback. In addition, the module detects the animation playback progress, and when it reaches the preset end value, it triggers the successful exit of the task. The action segment playback module ensures the coherence of the task process and the immersion of the user experience through precise animation control and event handling, and is the core driving force for the system's dynamic performance.

[0158] Action Segment Switching Module: The action segment switching module is responsible for the switching of task phases and process control in the virtual training system for elderly care, ensuring the orderly execution of tasks. After the completion of the current phase, this module increments the task phase counter by 1, resets relevant status variables and temporary data structures, and jumps to the attempt count check to initiate a new phase. After the plot playback ends, the module switches back to the multi-action check mode and enters the next phase. Additionally, after the user's selection fails, the module increments the attempt counter by 1 and triggers the next attempt count check. When exiting due to task success or failure, the module performs environment cleanup, such as releasing resources and resetting the status, and jumps to task evaluation and summary. The action segment switching module ensures the coherence of task execution and the reasonable release of system resources through precise phase switching and process control, and is an important guarantee for the flow of business logic.

[0159] An interactive training method and system for elderly care action training shown in the above embodiments decompose complex care actions into multiple phases and incorporate interactive checkpoints, creating a highly immersive and interactive mode. Utilizing the Quick Time Event (QTE) mechanism similar to that in video games, it requires users to make correct choices or answer questions at each phase to continue playing the demonstrated care actions. This method can teach the details of elderly care actions more vividly and simultaneously test the user's understanding ability of the details of care actions more accurately.

[0160] From the description of the above embodiments, those skilled in the art can understand that for the sake of convenience and brevity of description, only the above division of each functional module is used as an example. In actual applications, the above functions can be assigned to different functional modules according to needs, that is, the internal structure of a specific system device is divided into different functional modules to complete all or part of the functions described above.

[0161] Those of ordinary skill in the art can realize that the modules and algorithm steps of each example described in combination with the embodiments disclosed in this article can be implemented by electronic hardware, computer software, or a combination of the two. Whether these functions are executed in hardware or software depends on the specific application and design constraints of the technical solution. Professional technicians can use different methods to implement the described functions for each specific application, but such implementation should not be considered to exceed the scope of this application.

[0162] The above content is only an example and explanation of the structure of the present invention. Those skilled in the technical field to which this technology belongs can make various modifications or supplements to the described specific embodiments or use similar methods for substitution, as long as they do not deviate from the structure of the invention or exceed the scope defined by this claim book, they should all fall within the protection scope of the present invention.

Claims

1. An interactive elderly care action training method, characterized in that: The following steps are involved: Step 1: Load the animation resource file and audio file from the preset path, assign a unique identifier to the virtual character and establish a binding relationship with the animation, set the attempt counter and task stage counter to 0, set the multi-action check interface and display the task title text; Step 2: Preset the task stage counter and compare the current number of attempts with the preset maximum number of attempts; if the current number of attempts is less than the preset maximum number of attempts, proceed to step 3, otherwise proceed to step 5; Step 3: Play the current task animation sequence, synchronously detect the trigger event and the playback progress in the animation frame, and when the playback progress indicator reaches the preset end value, go to step 4; Step 4: Check the value of the animation playback progress counter to confirm that it has reached the preset end threshold, and verify whether all task completion status flags are successful. If all are successful, proceed to step 5; Step 5: Read the current value of the attempt counter and compare it with the preset maximum number of attempts to confirm that the limit has been reached; after confirmation, send a jump signal to the task controller to trigger the environment cleanup process; Reset the task status to the initial value, clear all temporary data related to the task, and prepare for the next task attempt; Step 6: Call the stop function and execute each operation in the task end instruction list; Step 7: Collect and organize task execution data and generate a report file.

2. The method according to claim 1, characterized in that In step 3, the processing is classified according to the trigger event type; the event types are divided into three types. If it is the first event, jump to execute the preset command; if it is the second event, trigger the plot playback or user action selection process according to the mode parameters; if it is the third event, remove the event mark from the event queue and continue to execute the animation playback.

3. The method according to claim 2, characterized in that If the plot playback mode is triggered, the event object is deleted and the stage plot is played; if the user action selection process is triggered, the optional action list and prompt text are loaded, the countdown counter is started and the user input is monitored, and the stage status flag and total score variable are updated according to the selection result. If it fails, the attempt counter is accumulated and retried.

4. The method according to claim 1, characterized in that: The step 1 further includes: being configured to load animation scenes and role model data, initializing role attribute parameters, establishing a binding relationship between the role and the animation, and executing animation play instructions.

5. The method according to claim 4, characterized in that The step 1 further includes: configuring to call the audio playback API to initialize the audio stream, set the volume and loop playback parameters, and automatically start playback after loading is completed; The configuration is to establish a data record storage structure including the stage completion status and event queue.

6. The method according to claim 3, characterized in that The updating of the stage status flag and the total score variable according to the selection result further includes: After receiving the user selection result signal, the current stage status flag is set to 1, and the scoring function is triggered at the same time, and the preset score is added to the total score variable; after the scoring is completed, the status update signal is sent; Locate and delete the current event object from the event processing queue, release the related memory space and reset the event status flag.

7. The method according to claim 6, characterized in that Read the configuration data of the current mission stage and use the Boolean value to detect whether there is a stage end plot marker: If a plot tag is detected, the plot resource index of the current stage is read from the configuration file, the corresponding plot animation data is loaded into the memory, and the parsing and playback of the data stream is started; If no plot marker is detected, the value of the current mission stage counter is read from the memory, added by 1, and written back to the storage area, and all state variables and temporary data structures related to this stage are reset.

8. The method according to claim 1, characterized in that The step 4 further includes: receiving a plot success status signal, calling an update function, adding a preset plot score to a total score variable, and writing the new total score data to a storage area; executing parsing and playback of the current plot data stream until a plot end mark is detected.

9. The method according to claim 1, characterized in that: The step 4 further includes: receiving a plot failure status signal, keeping the score unchanged, and recording the current status in the task log; continuing to parse and play the current plot data stream until a plot end mark is detected.

10. An interactive elderly care action training system, characterized in that: include: Basic framework and business logic framework; The basic framework is used to obtain data from device hardware and provide necessary basic services for modules in the logical framework; The basic framework includes: Skeletal animation module: The skeletal animation module is used for the whole process from skeletal structure management, animation data processing to skinning and performance optimization; GUI module: The GUI module is used to generate an interface presented on the device display; Graphics rendering module: The graphics rendering module is used to interact with the graphics accelerator of the device, pass the graphics elements to be rendered to the graphics accelerator and display them on the device display; Touch input module: The touch input module is used to obtain user click information from the input device, and the interactive user input logic determination module in the training system receives the user's click message; Audio playback module: The audio playback module is used to manage and control audio playback in an application or system; The business logic framework includes: Initialization module: The initialization module is used for system startup and resource preparation; Success condition checking module: The success condition checking module is used to verify the number of attempts; User input logic determination module: The user input logic determination module is used to monitor user input events and countdown status to determine whether the user selection is correct: if correct, jump to the success processing flow; if wrong or timed out, jump to the failure processing flow; Action segment playback module: The action segment playback module is used for animation playback and event detection; Action segment switching module: The action segment switching module is used for switching between task stages and process control.

11. An electronic device, characterized in that: including a processor and a memory; The memory is used to store operation instructions; The processor is used to execute the method according to any one of claims 1 to 9 by calling the operation instruction.

Citation Information

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