Children concentration testing system
By designing a children's concentration testing system, using multiple concentration training game units and advanced interactive equipment groups, the problems of singularity and subjectivity of existing testing methods are solved, and comprehensive, objective assessment and personalized training of children's concentration level are achieved.
Patent Information
- Application Number
- CN202510527424.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-25
- Publication Date
- 2025-06-20
AI Technical Summary
The existing children's concentration testing methods have problems such as being single and subjective, which cannot comprehensively and objectively reflect children's concentration level, and lack a systematic training and feedback mechanism.
A children's concentration testing system is designed, including game modules, interactive equipment groups, evaluation modules and feedback modules. The game module includes multiple concentration training game units. The interactive device group uses a touch screen, a sound collector and an action sensor to collect interactive data. The evaluation module processes data according to preset scoring rules and generates concentration evaluation results. The feedback module outputs evaluation results and provides personalized training suggestions.
A comprehensive and objective assessment of children's concentration level is achieved, and personalized training plans are provided, which improves the effectiveness and accuracy of children's concentration.
Smart Images

Figure CN120167964A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of concentration tests, and particularly to a concentration test system for children. Background Art
[0002] With the continuous improvement of society's attention to children's education, concentration, as an important part of children's learning ability, its cultivation and evaluation have received increasing attention. However, existing concentration test methods often have problems such as being single and subjective, and cannot comprehensively and objectively reflect children's concentration levels. For example, traditional paper tests or simple oral instruction tests are difficult to simulate the concentration requirements in real situations, and the evaluation results are easily affected by the subjective factors of the testers. In addition, the lack of a systematic training and feedback mechanism also limits the effective improvement of children's concentration. Therefore, it is particularly important to develop a test system that can comprehensively evaluate children's concentration and provide personalized training programs. Summary of the Invention
[0003] In view of this, the purpose of the present invention is to provide a concentration test system for children to solve at least the above problems.
[0004] The technical solution adopted by the present invention is as follows:
[0005] A concentration test system for children, comprising:
[0006] A game module, including a plurality of concentration training game units, each game unit configured to test different concentration dimensions;
[0007] An interaction device group, including a touch screen, a sound collector, and a motion sensor, for collecting interaction data of the user during the game;
[0008] An evaluation module, connected to the interaction device group, for processing the interaction data according to a preset scoring rule and generating a concentration evaluation result;
[0009] A feedback module, connected to the evaluation module, for outputting the concentration evaluation result;
[0010] Wherein, the game module includes at least three of the following game units: finger game unit, cat fishing game unit, rhythm clapping game unit, meditation game unit, sound recognition game unit, finger rhythm exercise game unit, story listening game unit, and healthy song interaction game unit.
[0011] Further, the cat fishing game unit includes:
[0012] A magnetic fishing rod device, provided with a pressure sensor to detect the holding force;
[0013] A virtual fish pond display interface, configured to dynamically display virtual fish groups with different moving speeds;
[0014] A fishing scoring sub-module, configured to calculate scores based on the fishing success rate, reaction time, and types of incorrect operations.
[0015] Further, the tone-clapping game unit includes:
[0016] A rhythm prompting device, used to output a target rhythm signal;
[0017] A clap detection device, used to collect the user's clap sound signal;
[0018] A rhythm matching analysis sub-module, configured to calculate the error rate between the clap interval time and the target rhythm, and evaluate the adjustment speed during rhythm mutation.
[0019] Further, the meditation game unit includes:
[0020] A posture monitoring device, used to detect the user's body micro-movement data;
[0021] A stillness scoring sub-module, configured to calculate an attention persistence score based on the micro-movement frequency and amplitude.
[0022] Further, the interaction device group further includes:
[0023] An infrared thermal imager, used to collect the user's facial temperature distribution data;
[0024] A pressure sensing pad, arranged under the user's seat, used to detect sitting posture adjustment data;
[0025] Wherein, the evaluation module is further configured to perform auxiliary scoring by combining the temperature distribution data and the sitting posture adjustment data.
[0026] Further, the evaluation module includes:
[0027] A basic behavior scoring unit, configured to process reaction time, action accuracy, and task completion data;
[0028] An advanced ability scoring unit, configured to calculate an attention distribution rationality score, an interference filtering ability score, and a task switching efficiency score;
[0029] A stability analysis unit, configured to calculate a comprehensive stability score based on the standard deviation of multiple test data.
[0030] Further, the feedback module includes:
[0031] A development prediction unit, configured to generate a concentration development curve based on historical test data;
[0032] A game recommendation unit, configured to recommend a training game combination according to the evaluation results;
[0033] A data sharing interface, configured to transmit the evaluation report to an external device.
[0034] Furthermore, it further includes:
[0035] An environment adjustment device, including an adjustable light source and a background sound generator;
[0036] A physiological monitoring device, including a heart rate variability detector and a skin conductance response detector;
[0037] A data verification module, configured to cross-compare the test results of different game units to identify abnormal data.
[0038] Compared with the prior art, the beneficial effects of the present invention are:
[0039] 1. Comprehensive evaluation: By integrating multiple concentration training game units and an advanced interactive device group, it can comprehensively and objectively evaluate the concentration level of children.
[0040] 2. Personalized training: Recommend a personalized training game combination according to the evaluation results to help children improve their concentration level in a targeted manner.
[0041] 3. Comfortable environment: Integrate an environment adjustment device and a physiological monitoring device to provide a more accurate and comfortable test environment for children and monitor their physiological states in real time.
[0042] 4. Accurate data: Cross-compare the test results of different game units through the data verification module to identify abnormal data, improving the accuracy and reliability of the test results.
[0043] 5. Convenient sharing: Provide a data sharing interface to facilitate users to transmit the evaluation report to an external device and view and analyze the concentration evaluation results of children at any time. Description of the Drawings
[0044] In order to more clearly illustrate the technical solutions in the embodiments of the present invention, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the following drawings are only the preferred embodiments of the present invention. For those of ordinary skill in the art, without creative efforts, other drawings can also be obtained based on these drawings.
[0045] Figure 1 It is a schematic diagram of the overall structure of a children's concentration test system proposed in an embodiment of the present invention. Detailed Embodiments
[0046] The principles and features of the present invention will be described below in conjunction with the accompanying drawings. The listed embodiments are only used to explain the present invention and are not intended to limit the scope of the present invention.
[0047] Referring to Figure 1 , the present invention provides a children's concentration test system, comprising:
[0048] A game module, including a plurality of concentration training game units, each game unit configured to test different concentration dimensions;
[0049] An interaction device group, including a touch screen, a sound collector and a motion sensor, for collecting interaction data of the user during the game;
[0050] An evaluation module, connected to the interaction device group, for processing the interaction data according to a preset scoring rule and generating a concentration evaluation result;
[0051] A feedback module, connected to the evaluation module, for outputting the concentration evaluation result;
[0052] Wherein, the game module includes at least three of the following game units: finger game unit, cat fishing game unit, tone-clapping game unit, meditation game unit, sound recognition game unit, finger rhythm exercise game unit, story listening game unit and healthy song interaction game unit.
[0053] Exemplarily, the game module includes multiple concentration training game units, each game unit is used to test the performance of children in different concentration dimensions. The game units include at least three types such as finger game unit, cat fishing game unit, clapping on the beat game unit, meditation game unit, sound recognition game unit, finger rhythm exercise game unit, story listening game unit, and healthy song interaction game unit, etc. These games can cover multiple aspects of concentration, such as attention concentration, reaction speed, anti-interference ability, etc.; the interaction device group is responsible for collecting various interaction data of children during the game process. Its composition includes a touch screen, a sound collector, and a motion sensor. The touch screen can be used for children to directly interact with the game interface, the sound collector can be used to capture the voice responses of children, and the motion sensor can be used to monitor the body movements of children, such as gestures, postures, etc.; the evaluation module is connected to the interaction device group, and receives and processes the collected interaction data. According to the preset scoring rules, it quantitatively evaluates the performance of children in the game and generates a concentration evaluation result. These scoring rules may include multiple dimensions such as reaction time, action accuracy, and task completion; the feedback module is used to connect to the evaluation module and is responsible for presenting the evaluation result to the user (such as parents, teachers, or the children themselves) in an intuitive and easy-to-understand way. The feedback module can include forms such as graphical reports, voice prompts, or personalized suggestions to help users better understand the concentration level of children and formulate corresponding training plans accordingly.
[0054] The cat fishing game unit includes:
[0055] A magnetic fishing rod device, provided with a pressure sensor to detect the holding force;
[0056] A virtual fish pond display interface, configured to dynamically display virtual fish groups with different moving speeds;
[0057] A fishing scoring sub-module, configured to calculate scores according to the fishing success rate, reaction time, and types of incorrect operations.
[0058] Exemplarily, the kitten fishing game unit is designed to test children's performance in specific concentration dimensions (such as hand-eye coordination, reaction speed, attention concentration, etc.) by simulating a fishing scenario. Structure and function of the magnetic fishing rod device: It is equipped with a pressure sensor. When a child holds the fishing rod for operation, the pressure sensor can detect the force with which the child holds the fishing rod in real time, which helps to understand the child's force control during the operation of the fishing rod. Since the appropriate holding force is crucial for successful fishing, it reflects the child's concentration performance in this game scenario from the side (for example, whether the child can stably control the force to precisely operate the fishing rod). The detected holding force data will be transmitted to the evaluation module as a reference index for evaluating the child's performance in the "kitten fishing game unit". Virtual fish pond display interface: The interface dynamically displays virtual fish groups with different moving speeds. The moving speed of the fish group is not fixed, but has a certain degree of randomness and variability, simulating the uncertain movement of fish in a real fishing scenario. By presenting fish groups with different moving speeds, it examines the child's visual tracking ability and reaction speed in different dynamic environments. The child needs to quickly identify the position and moving direction of the fish and make a fishing action in a timely manner. The fishing scoring sub-module calculates the child's score in the game based on multiple factors, including the fishing success rate (the proportion of the number of successfully caught fish to the total number of attempts), reaction time (the time interval from the appearance of the fish to the child's fishing action), and types of incorrect operations (such as misoperations, premature operations, etc.). The scoring mechanism it relies on is that different factors may have different weights in the scoring. For example, the fishing success rate may account for a relatively large weight because it directly reflects the child's ability to achieve the goal in a specific game task. Reaction time is also an important indicator. A shorter reaction time usually means that the child has better concentration and reaction speed. The types of incorrect operations can reflect the child's concentration and operation accuracy during the game from the side. Output result: Finally, the fishing scoring sub-module will generate a comprehensive score to evaluate the child's concentration performance in this game unit and transmit this score to the evaluation module for further processing and analysis.
[0059] The described tone-clapping game unit includes:
[0060] A rhythm prompting device for outputting a target rhythm signal;
[0061] A clap detection device for collecting the user's clap sound signal;
[0062] A rhythm matching analysis sub-module configured to calculate the error rate between the clap interval time and the target rhythm and evaluate the adjustment speed during rhythm mutation.
[0063] Exemplarily, the tone - setting clapping game unit is designed to evaluate children's concentration and rhythm perception ability through specific rhythm interactions. The rhythm prompting device can output target rhythm signals according to preset rules and patterns. These target rhythm signals can be simple or complex rhythm patterns, such as uniform beats, rhythm combinations with specific intervals, or rhythm changes imitating music melodies, etc. By clearly and accurately showing the target rhythm to the user, it provides a benchmark for the user to imitate and follow the beat, testing the user's rhythm perception, understanding, and memory abilities. The clap detection device is responsible for real - time collecting the sound signals generated by the user's clapping during the game. It can precisely capture information such as the rhythm, intensity, and frequency of the user's clapping, convert these sound signals into processable data. By analyzing the clap sound signals, the actual rhythm situation of the user's clapping can be understood, providing a data basis for subsequent rhythm matching analysis. The rhythm matching analysis sub - module, based on the target rhythm signals output by the rhythm prompting device and the user's clap sound signals collected by the clap detection device, performs calculations and analyses using specific algorithms and rules. That is, by calculating the error rate between the user's clap interval time and the target rhythm, namely the deviation degree between the user's actual clap rhythm and the target rhythm. At the same time, it also evaluates the user's adjustment speed when the rhythm suddenly changes. For example, when the target rhythm suddenly changes, how quickly the user can adapt and adjust their clap rhythm to keep up with the new target rhythm. Through these analysis results, the concentration level of the user in rhythm perception and response can be comprehensively and objectively evaluated.
[0064] The meditation game unit includes:
[0065] A posture monitoring device for detecting the body micro - motion data of the user;
[0066] A static scoring sub - module configured to calculate an attention persistence score according to the micro - motion frequency and amplitude.
[0067] Exemplarily,
[0068] The meditation game unit focuses on evaluating children's concentration persistence in a static environment. This unit simulates the scenes of "sitting meditation" or "keeping still" and requires children to keep their bodies still for a specific period of time to examine their ability to concentrate. The posture monitoring device can be used to detect children's body micro-movement data during the test in real time. The micro-movement data may include slight shaking of various parts of the body, changes in muscle tension, etc. These data can reflect the child's concentration level in a static state. For example, if a child frequently shakes his body or has muscle tension, it may indicate that his attention is distracted or it is difficult for him to stay still for a long time. The stillness scoring submodule calculates the child's attention persistence score based on the micro-movement data collected by the posture monitoring device using a preset algorithm. The scoring criteria may include parameters such as micro-movement frequency (such as the number of shakes per unit time) and micro-movement amplitude (such as the maximum displacement of the shake). By comprehensively analyzing these parameters, the system can objectively evaluate the child's concentration persistence in a static state. The game logic and test process are as follows: Game start: The child starts the meditation game unit through the touch screen or voice command, and the system enters the test preparation state; Test: The child needs to keep the body still within the specified time (such as 1 minute, 2 minutes, etc.), and the posture monitoring device continues to collect micro-motion data; Data evaluation: After the test, the static scoring submodule automatically processes the collected micro-motion data to generate an attention persistence score; Result feedback: The scoring results are presented to the child and guardian in the form of visual charts or text through the feedback module, and targeted training suggestions are provided. The meditation game unit provides an objective and quantitative means for children's concentration assessment, which helps to accurately identify children's concentration level in a static environment. According to the evaluation results, the system can recommend targeted concentration training games or methods to help children improve their attention persistence.
[0069] The interactive device group also includes:
[0070] Infrared thermal imager, used to collect the user's facial temperature distribution data;
[0071] A pressure sensing pad is placed under the user's seat to detect sitting posture adjustment data;
[0072] Wherein, the evaluation module is further configured to perform auxiliary scoring in combination with the temperature distribution data and the sitting posture adjustment data.
[0073] Exemplarily, a new device is added to the interactive device group
[0074] The infrared thermal imager is used to collect the facial temperature distribution data of the user during the game. Through infrared thermal imaging technology, it can accurately capture the temperature conditions of different areas of the user's face. These temperature data can indirectly reflect the user's physiological reactions such as emotional state and concentration during the game. For example, when the user is in a highly concentrated state, the temperature of certain areas of the face may change due to factors such as blood circulation, and the infrared thermal imager can record these subtle changes. The pressure sensing pad is set under the user's seat and is used to detect the sitting posture adjustment data of the user during the game. During the game, the user may unconsciously adjust their sitting posture due to changes in concentration, physical fatigue, etc. The pressure sensing pad can real-time sense these sitting posture changes, such as the movement of the body center of gravity, the change of the hip pressure distribution, etc., and record these data. In addition to the original function of processing interaction data according to the preset scoring rules and generating a concentration assessment result, the evaluation module is additionally configured to combine the temperature distribution data collected by the above infrared thermal imager and the sitting posture adjustment data detected by the pressure sensing pad for auxiliary scoring. Through the analysis of these new data, it can more comprehensively understand the user's physiological and behavioral states during the game, so as to more accurately evaluate the user's concentration level. For example, if the infrared thermal imager shows abnormal fluctuations in the user's facial temperature during a certain game session, and the pressure sensing pad detects frequent sitting posture adjustments by the user, this may imply that the user's concentration is not concentrated enough during this session. After comprehensively considering this information, the evaluation module will make corresponding adjustments to the concentration assessment result of this session to make the assessment result more objective and accurate.
[0075] The said evaluation module includes:
[0076] The basic behavior scoring unit is configured to process reaction time, action accuracy and task completion degree data;
[0077] The advanced ability scoring unit is configured to calculate the rationality scoring of attention distribution, the interference filtering ability scoring and the task switching efficiency scoring;
[0078] The stability analysis unit is configured to calculate the comprehensive stability scoring according to the standard deviation of multiple test data.
[0079] Exemplarily, the basic behavior scoring unit is responsible for processing data related to the user's basic behavior performance. It receives and analyzes the reaction time, action accuracy, and task completion data collected from the interaction device group. For example, for the finger game unit, when the user is playing the game, the basic behavior scoring unit records the reaction time of the user's finger clicking on the screen, such as the time taken from the appearance of the target on the game interface to the user's finger clicking on the target. At the same time, it evaluates the accuracy of the user's clicking action, such as whether the specified position is accurately clicked. It also counts the situation of the user completing the entire game task, such as whether all clicking tasks are completed within the specified time. Based on these data, the basic behavior scoring unit calculates a basic behavior score according to the preset rules, which is used to preliminarily measure the user's concentration performance at the basic operation level. The advanced ability scoring unit focuses on calculating the scores related to the user's advanced concentration ability, including the rationality score of attention allocation, the interference filtering ability score, and the task switching efficiency score. For example, for the kitten fishing game unit, when different virtual fish groups with different moving speeds appear on the virtual fish pond display interface at the same time, the user needs to pay attention to multiple targets and make responses simultaneously. The advanced ability scoring unit analyzes the user's attention allocation situation among different fish groups, such as whether the attention can be reasonably allocated to fish groups with different speeds, so as to calculate the rationality score of attention allocation. At the same time, during the game process, some interference factors may occur, such as sudden prompt sounds or screen flashes. This unit evaluates the user's ability to filter these interferences and gives the corresponding interference filtering ability score. In addition, if the game session includes task switching, such as switching from fishing one fish to fishing another fish with different characteristics, the advanced ability scoring unit records the time and efficiency of the user switching tasks, and then calculates the task switching efficiency score.
[0080] The stability analysis unit calculates the comprehensive stability score according to the standard deviation of the user's multiple test data. Suppose the same child has been tested multiple times for the tone-clapping game unit, and a series of related data will be generated each time, such as the error rate between the clapping interval time and the target rhythm. The stability analysis unit collects the data of these multiple tests and calculates their standard deviation. The standard deviation reflects the degree of dispersion of the data. By analyzing the standard deviation, the stability of the child's concentration performance in multiple tests can be obtained. For example, if the standard deviation is small, it means that the child's performance in different tests is relatively stable, and its comprehensive stability score will be higher; on the contrary, if the standard deviation is large, the score will be lower. Finally, the stability analysis unit generates a comprehensive stability score for comprehensively evaluating the stability of the child's concentration.
[0081] The feedback module includes:
[0082] The development prediction unit is configured to generate a concentration development curve based on historical test data;
[0083] A game recommendation unit, configured to recommend a training game combination according to the evaluation result;
[0084] A data sharing interface, configured to transmit an evaluation report to an external device.
[0085] Exemplarily, the development prediction unit analyzes and predicts based on the historical test data accumulated by children in multiple concentration tests by using specific algorithms and models. By deeply mining these historical data, the trend and law of children's concentration development can be discovered. Suppose a child has taken a concentration test every week in the past three months, and the performance data of the child in different game units has been recorded each time. The development prediction unit will comprehensively analyze these data. For example, observing the changing trends of the child in aspects such as reaction time and movement accuracy. If it is found that the child's reaction time gradually shortens and the movement accuracy continuously improves, then it can be predicted that the child's concentration may continue to improve in the future for a period of time, and a concentration development curve will be generated accordingly, intuitively showing the development trend of the child's concentration. The game recommendation unit can recommend a suitable training game combination for children according to the concentration evaluation result generated by the evaluation module, combined with the characteristics and training objectives of each game unit in the game module. Its purpose is to further improve the concentration level of children through targeted game training. For example, if the evaluation result shows that a child has a low score in the rationality of attention distribution and performs well in the interference filtering ability, the game recommendation unit will analyze each game unit in the game module. For example, the finger game unit may require the child to pay attention to the movements of multiple fingers simultaneously, which helps to improve the attention distribution ability; while the rhythm clapping game unit focuses more on the grasp of rhythm and the filtering of interference. Therefore, this unit will recommend a combination of the finger game unit and other relevant game units (such as a comprehensive game unit that may need to process multiple types of information simultaneously) to help children specifically improve the rationality of attention distribution. The data sharing interface provides a channel for data transmission between the system and external devices. It can transmit the detailed evaluation report generated by the evaluation module to external devices in a standardized format, such as the parent's mobile phone, the teacher's computer, etc., facilitating relevant personnel to view and analyze the concentration evaluation result of children at any time. For example, when a concentration test is completed, the evaluation module generates an evaluation report containing the performance data, comprehensive score, and development prediction of the child in each game unit. The data sharing interface will transmit this report to the parent's mobile application according to the preset protocol and format. Parents can view the concentration evaluation result of their children at any time through the mobile application, understand the performance of their children in different concentration dimensions, and take corresponding measures according to the suggestions in the report, such as adjusting the child's study plan or increasing specific training games.
[0086] This embodiment further includes: an environment adjustment device, including an adjustable light source and a background sound generator;
[0087] A physiological monitoring device, including a heart rate variability detector and a galvanic skin response detector;
[0088] A data verification module, configured to cross-compare the test results of different game units to identify abnormal data.
[0089] Exemplarily, the adjustable light source of the environmental regulation device can flexibly adjust the light intensity, color, etc. in the system test environment. Different light conditions may affect children's visual perception and concentration. For example, darker or overly bright light may make children feel uncomfortable and distract their attention; while a suitable light environment helps children better concentrate on participating in the test. Through the adjustable light source, different lighting scenarios can be simulated according to actual needs to create more suitable environmental conditions for the test; the background sound generator is used to generate various background sounds, such as natural sounds (bird chirping, ocean waves, etc.), soft music, etc. Appropriate background sound can create a comfortable and relaxing atmosphere, helping children enter a focused state; but overly strong or noisy background sound may interfere with children's attention. The background sound generator can precisely control the volume, frequency, and type of sound to meet the needs of different test scenarios.
[0090] The heart rate variability detector of the physiological monitoring device can real-time monitor the heart rate variability (HRV) data of children. Heart rate variability reflects the regulatory function of the autonomic nervous system on the heart and is closely related to children's emotional state, stress level, and concentration. When children are in a highly focused state, the heart rate variability may present a specific pattern; while when children feel nervous, anxious, or distracted, the heart rate variability will also change accordingly. By analyzing the heart rate variability data, a deeper understanding of children's physiological state during the test can be obtained, providing an important reference for evaluating concentration; the galvanic skin response detector is used to detect children's galvanic skin response (GSR). Galvanic skin response is an external manifestation of the activity of the human autonomic nervous system. When children are emotionally excited, nervous, or concentrated, the skin conductivity will change. The galvanic skin response detector can record these changes in real-time to help evaluate children's emotional responses and concentration levels in different game units.
[0091] The data verification module is used to cross-compare the test results of different game units to identify possible abnormal data. Since the concentration dimensions tested by each game unit are different, theoretically, the test results of different game units should have a certain degree of relevance and consistency. If the test result of a certain game unit is significantly different from the results of other game units, and this difference cannot be explained by reasonable physiological or psychological reasons, then this result may be determined as abnormal data. By identifying and processing these abnormal data, the data verification module can improve the accuracy and reliability of the test results.
[0092] The above are only the preferred embodiments of the present invention and are not intended to limit the present invention. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present invention shall be included within the protection scope of the present invention.
Claims
1. A children's concentration testing system, characterized in that: include: A game module, including a plurality of concentration training game units, each of which is configured to test a different concentration dimension; An interactive device group, including a touch screen, a sound collector, and a motion sensor, for collecting interactive data of users during the game; An evaluation module, connected to the interactive device group, for processing the interactive data according to a preset scoring rule and generating a concentration evaluation result; A feedback module, connected to the evaluation module, for outputting the concentration evaluation result; Among them, the game module includes at least three selected from the following game units: finger game unit, kitten fishing game unit, tuning clapping game unit, meditation game unit, sound recognition game unit, finger rhythmic gymnastics game unit, story listening game unit and health song interactive game unit.
2. The system according to claim 1, characterized in that The kitten fishing game unit comprises: A magnetic fishing rod device with a pressure sensor to detect the grip strength; A virtual fish pond display interface is configured to dynamically display virtual fish schools with different moving speeds; The fishing scoring submodule is configured to calculate scores based on fishing success rate, reaction time and error operation type.
3. The system according to claim 1, characterized in that The tuning clapping game unit comprises: A rhythm prompting device, used for outputting a target rhythm signal; A clapping detection device, used to collect the clapping sound signal of the user; The rhythm matching analysis submodule is configured to calculate the error rate between the clapping interval and the target rhythm, and evaluate the adjustment speed when the rhythm changes suddenly.
4. The system according to claim 1, characterized in that The meditation game unit comprises: A posture monitoring device for detecting the user's body micro-movement data; The stillness scoring submodule is configured to calculate the attention persistence score based on the frequency and amplitude of micro-movements.
5. The system according to claim 1, characterized in that The interactive device group also includes: Infrared thermal imager, used to collect the user's facial temperature distribution data; A pressure sensing pad is placed under the user's seat to detect sitting posture adjustment data; Wherein, the evaluation module is further configured to perform auxiliary scoring in combination with the temperature distribution data and the sitting posture adjustment data.
6. The system according to claim 1, characterized in that The evaluation module includes: a basic behavioral scoring unit configured to process reaction time, movement accuracy, and task completion data; An advanced capability scoring unit, configured to calculate an attention allocation rationality score, an interference filtering capability score, and a task switching efficiency score; The stability analysis unit is configured to calculate a comprehensive stability score according to a standard deviation of multiple test data.
7. The system according to claim 1, characterized in that The feedback module comprises: a development prediction unit configured to generate a concentration development curve based on historical test data; a game recommendation unit configured to recommend a training game combination according to the evaluation result; A data sharing interface is configured to transmit the assessment report to an external device.
8. The system according to claim 1, characterized in that Also includes: An environmental adjustment device, including an adjustable light source and a background sound generator; Physiological monitoring devices, including heart rate variability detectors and galvanic skin response detectors; The data verification module is configured to cross-compare the test results of different game units to identify abnormal data.