Teaching system and device for enhancing cultural experience by using virtual reality technology in English teaching

By introducing conflict rule bases and cultural taboo detection in the virtual reality English teaching system, the problem of students violating cultural taboos in actual communication is solved, and language and cross-cultural communication skills are improved.

CN120388490AInactive Publication Date: 2025-07-29陈海贝
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Patent Information

Application Number
CN202510481302.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-17
Publication Date
2025-07-29
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

The existing virtual reality English teaching system fails to explore cultural taboos in depth, resulting in students who may violate cultural taboos in actual communication and affect their cross-cultural communication skills.

Method used

By designing a virtual reality teaching system, combining conflict rule bases and cultural taboo detection processes, it provides real cultural experience, automatically corrects pronunciation and grammatical errors, and provides feedback when taboos are violated, guiding students to understand and avoid cultural misunderstandings.

Benefits of technology

It improves students' language ability and cross-cultural communication skills, and reduces cultural conflicts and misunderstandings through precise feedback and personalized teaching.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a teaching system and device for enhancing cultural experience by using a virtual reality technology in English teaching, and relates to the technical field of English virtual reality teaching. The teaching process firstly determines a target and focuses on a culture scene, then introduces a VR technology principle and an equipment usage, and emphasizes the importance of the VR technology principle and the equipment usage in learning. Then, a virtual learning situation is designed according to the content, and students are guided to wear VR equipment for interactive experience. The system automatically corrects pronunciation grammar, and prompts and processes when touching cultural taboo. And then the students share experiences, communicate confusion and seek to solve the confusion. And learning results are summarized through task completion degree, voice recognition score and dialogue recording analysis. According to the device, the virtual reality technology is applied, conflict rules and cultural taboo detection are combined, and real cultural experience is provided for English teaching. By presetting severity judgment and upgrading logic, accurate error feedback is realized, the language ability and cross-culture communication ability of students are effectively improved, and an efficient learning environment is created.
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Description

Technical Field

[0001] The present invention relates to the technical field of English virtual reality teaching, and specifically to a teaching system and device for enhancing cultural experience by using virtual reality technology in English teaching. Background Art

[0002] Virtual reality technology creates an immersive learning environment for students through devices such as head-mounted displays. This environment enables students to experience various knowledge contents as if they were on the scene, such as historical scenes, geographical landscapes, scientific experiments, etc.

[0003] Existing virtual reality technology only conducts English teaching for students through simple interactions. The existing interactions do not involve cultural taboos. Students only have a superficial understanding of the cultures of English-speaking countries and cannot deeply understand their deep cultural connotations and social norms. Not understanding cultural taboos will cause students to inadvertently violate them in actual communication, thus triggering cultural conflicts or misunderstandings, affecting cross-cultural communication ability, and having limitations.

[0004] The reason for this problem is that current virtual reality English teaching focuses more on the training of language skills, such as listening, speaking, reading, and writing, etc., while less involves cultural aspects such as cultural taboos, social etiquette, and non-verbal communication. This will cause students to be unable to accurately grasp cultural differences in communication, and will lead to students inadvertently violating cultural taboos when communicating with foreigners later, resulting in conflicts or misunderstandings, affecting cross-cultural communication, and having limitations. Therefore, we propose a teaching system and device for enhancing cultural experience by using virtual reality technology in English teaching to solve the above problems. Summary of the Invention

[0005] In view of the deficiencies of the prior art, the present invention provides a teaching system and device for enhancing cultural experience by using virtual reality technology in English teaching, and solves the problems that the existing interactions do not involve cultural taboos, students only have a superficial understanding of the cultures of English-speaking countries, cannot deeply understand their deep cultural connotations and social norms, not understanding cultural taboos will cause students to inadvertently violate them in actual communication, thus triggering cultural conflicts or misunderstandings, affecting cross-cultural communication ability, and having limitations.

[0006] To achieve the above objectives, the present invention is realized through the following technical solutions: A teaching system and device for enhancing cultural experience by using virtual reality technology in English teaching includes the following steps;

[0007] Step 1: Determine the teaching objectives and focus on specific cultural scenarios according to the objectives;

[0008] Step 2: Introduce the principle of VR technology to students, display virtual reality devices and explain their usage, and emphasize the role of VR in learning;

[0009] Step 3: Design multiple virtual learning scenarios related to the theme according to the teaching content;

[0010] Step 4: Guide students to correctly wear virtual reality devices and, in the virtual environment, guide students to have interactive experiences through voice and text prompts;

[0011] Step 5: The system automatically highlights incorrect pronunciations or grammar, provides demonstration audio, and pops up a prompt window when cultural taboos are violated;

[0012] Step 6: Through students sharing their learning experiences and feelings in the virtual environment, communicate their discoveries and confusions with each other, and propose corresponding solutions;

[0013] Step 7: Summarize the learning achievements of students in the virtual environment through VR task completion, speech recognition scoring, and analysis of scenario dialogue recordings.

[0014] Preferably, in Step 5, the user behavior and dialogue content are dynamically matched through a conflict rule library.

[0015] Preferably, the detection process for violating cultural taboos in Step 5 is as follows;

[0016] 1. The user inputs the dialogue and behavior into the cultural conflict detection module, and the cultural conflict detection module detects whether the dialogue and behavior violate cultural taboos;

[0017] 2. If the user does not violate cultural taboos, use AI to generate a regular response and prepare for the next interaction;

[0018] 3. If the user violates cultural taboos, match the violated taboos with the conflict rule library to generate corresponding feedback;

[0019] 4. Update and record the error log.

[0020] Preferably, the principle process of matching feedback in the conflict rule library is as follows;

[0021] 1. The user violates cultural taboos;

[0022] 2. Compare and match according to the error type in the conflict rule library;

[0023] 3. Through the triggered cultural taboo, query the preset severity of this taboo in the conflict rule;

[0024] 4. Query the error record of this taboo of the user in history;

[0025] 5. Judge whether the number of errors is greater than three. If yes, increase the severity of this error by one level. If no, maintain the preset severity;

[0026] 6. Select the corresponding feedback strategy according to the corresponding preset severity level.

[0027] Preferably, the data source of the conflict rule library is real cross-cultural conflict cases.

[0028] Preferably, the preset severity levels are divided into severe errors, moderate errors, and minor errors;

[0029] For severe errors, the feedback measures are scene freezing + error highlighting, and playing an animation demonstration of the correct behavior;

[0030] For moderate errors, the feedback measures are the pop-up of a knowledge card and playing a voice to correct the error;

[0031] For minor errors, the feedback measures are that the virtual character frowns and hesitates, and the character can continue the conversation after a simple pause.

[0032] Preferably, the preset severity level is determined by analyzing the user's language and behavior and comparing with the preset threshold to determine which type of error it belongs to. The specific implementation logic is as follows;

[0033] f cs : Cultural sensitivity eigenvalue

[0034] f su : Social norm violation eigenvalue

[0035] f la : Language accuracy eigenvalue

[0036] f cf : Context-related eigenvalue

[0037] Generate a linear weighted model based on the above features;

[0038] S euerity S core = 0.5f cs + 0.3f su + 0.1f la + 0.1f cf

[0039] Among them, the quantization logic of the cultural sensitivity eigenvalue is (weight 0.5);

[0040]

[0041] The numerator is the number of detected cultural taboo words, and the denominator is the preset maximum tolerance threshold (set to 3 times as an example). It is determined that each occurrence of a sensitive word adds 0.33 points, and if it exceeds 3 times, it is regarded as a full score of 1;

[0042] The quantization logic of the social norm violation eigenvalue is (weight 0.3);

[0043] The violation levels of social norms are divided into high, medium, and low, and their triggering conditions respectively match high-level taboo phrases, medium-level taboo phrases, and low-level taboo phrases, with corresponding values of 1.0, 0.6, and 0.3 respectively. Only the highest-level violation value is taken (if both high-level and medium-level are violated simultaneously, 1.0 is taken).

[0044] The quantization logic of the language accuracy feature value is (weight 0.1);

[0045]

[0046] The denominator 5 represents the allowable error tolerance limit (at most 5 errors per 100 words);

[0047] The quantization logic of context relevance is (weight 0.1);

[0048]

[0049] The purpose of the design is to amplify the severity of errors in formal occasions by 5 times;

[0050] The calculation process of the final score is as follows;

[0051] 0.5 * cultural sensitivity score + 0.3 * social norm score + 0.1 * language accuracy score + 0.1 * context score.

[0052] Preferably, the implementation logic for the upgrade of the preset severity is;

[0053] E: Error level (1 = minor error, 2 = medium error, 3 = severe error);

[0054] C: Error type (1 = non-taboo error, 2 = taboo error);

[0055] N: Number of errors;

[0056] Based on the above variables, the following decision model is constructed;

[0057] 1. Severe error;

[0058] If the error type C = 2, then directly determine E = 3;

[0059] If the error type N > 3 and C = 1, then upgrade to E = 3;

[0060] 2. Medium error;

[0061] In the case where the error type is non-taboo and the number of errors N ≤ 3, initially determine E = 2;

[0062] 3. Minor error;

[0063] If non - taboo grammar errors occur continuously for multiple times and the number of errors N ≤ 3, then keep E = 1;

[0064] Based on the above rules, a linear model is generated;

[0065]

[0066] Preferably, a teaching device for enhancing cultural experience in English teaching using virtual reality technology includes a lightweight VR headset. The lightweight VR headset adopts the teaching system for enhancing cultural experience in English teaching according to claims 1 - 8 to enhance the cultural experience in English teaching.

[0067] The present invention discloses a teaching system and device for enhancing cultural experience in English teaching using virtual reality technology, and the beneficial effects thereof are as follows:

[0068] 1. Through virtual reality technology, combined with the conflict rule library and the cultural taboo detection process, the device provides a more real and interactive cultural experience for English teaching.

[0069] 2. Through the preset severity judgment and escalation logic, accurate feedback on students' errors and personalized teaching are realized, effectively improving students' language ability and cross - cultural communication ability. BRIEF DESCRIPTION OF THE DRAWINGS

[0070] In order to more clearly illustrate the technical solutions in the embodiments of the present invention or the prior art, the following will briefly introduce the drawings required for use in the description of the embodiments or the prior art. Obviously, the following drawings are only some 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.

[0071] Figure 1 It is a schematic diagram of the overall structure flow of the present invention;

[0072] Figure 2 It is a schematic diagram of real - time feedback and correction of the present invention;

[0073] Figure 3 It is a schematic diagram of calling the conflict rule library for matching feedback of the present invention;

[0074] Figure 4 It is a schematic diagram of preset severity of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0075] To make the objectives, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be described clearly and completely. Apparently, the described embodiments are only a part rather than all of the embodiments of the present invention. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present invention without making creative efforts shall fall within the protection scope of the present invention.

[0076] By providing a teaching system and device for enhancing cultural experience using virtual reality technology in English teaching, the embodiments of the present application solve the problem that the existing interactions do not involve cultural taboos, students only have a superficial understanding of the cultures of English-speaking countries, and cannot deeply understand their deep cultural connotations and social norms. Not understanding cultural taboos may cause students to inadvertently violate them during actual communication, thus triggering cultural conflicts or misunderstandings and affecting cross-cultural communication ability, which has limitations.

[0077] To better understand the above technical solutions, the above technical solutions will be described in detail below in conjunction with the accompanying drawings of the specification and specific implementation manners.

[0078] The embodiments of the present invention disclose a teaching system and device for enhancing cultural experience using virtual reality technology in English teaching.

[0079] Embodiment 1:

[0080] The embodiments of the present invention disclose a teaching system and device for enhancing cultural experience using virtual reality technology in English teaching. As shown in the appendix Figure 1-2 it includes the following steps;

[0081] Step 1: Determine the teaching objectives and focus on specific cultural scenarios according to the objectives;

[0082] Step 2: Introduce the principle of VR technology to students, display virtual reality devices and explain their usage, and emphasize the role of VR in learning;

[0083] Step 3: Design multiple virtual learning scenarios related to the theme according to the teaching content;

[0084] Step 4: Guide students to correctly wear virtual reality devices, and in the virtual environment, guide students to have interactive experiences through voice and text prompts;

[0085] Step 5: The system automatically marks incorrect pronunciations or grammars in red, provides demonstration audio, and pops up a prompt window when cultural taboos are violated;

[0086] Step 6: Through students sharing their learning experiences and feelings in the virtual environment, communicate their discoveries and confusions with each other, and propose corresponding solutions;

[0087] Step 7: Summarize students’ learning outcomes in the virtual environment through analysis of VR task completion, voice recognition scores, and situational dialogue recordings.

[0088] In step five, the conflict rule library is used to dynamically match user behavior with conversation content. The process for detecting violations of cultural taboos in step five is as follows:

[0089] 1. The user inputs the conversation and behavior into the cultural conflict detection module, which detects whether the conversation and behavior violate cultural taboos;

[0090] Second, the user has not violated any cultural taboos, and AI is used to generate standard responses in preparation for the next interaction;

[0091] 3. When a user violates a cultural taboo, the violated taboo is matched with the conflict rule library and corresponding feedback is generated;

[0092] 4. Update and record error logs.

[0093] In this embodiment, teachers set up fixed scenes within VR based on teaching objectives, such as simulating the streets of London, where students need to ask virtual characters for directions and complete shopping tasks, learning British English expressions and polite language. Alternatively, they can enter a Thanksgiving family gathering scene to experience how to participate in conversations in English and understand the historical background of the holiday. Students become virtual characters and talk to AI-generated locals, completing cultural challenge tasks (such as correctly using tableware and avoiding taboo gestures). Pronunciation and grammatical accuracy are evaluated in real time through AI voice recognition. When errors are encountered, the system automatically marks incorrect pronunciation or grammar in red and provides demonstration audio. When taboos are violated, the corresponding solution process pops up according to the level of the taboo. After the end, students are divided into groups to summarize cultural differences and share their "most surprising discovery" or "most difficult scene to adapt to" in English, improving their oral ability and understanding the taboo culture of different countries. This will prevent cultural conflicts or misunderstandings caused by a lack of understanding of taboo culture, which will affect their cross-cultural communication skills.

[0094] Example 2:

[0095] The embodiment of the present invention discloses a teaching system and device for enhancing cultural experience by using virtual reality technology in English teaching. Figure 1 、 3 , as shown in 4, including the following steps;

[0096] Step 1: Determine the teaching objectives and focus on specific cultural scenarios based on the objectives;

[0097] Step 2: Introduce the principles of VR technology to students, demonstrate virtual reality equipment and explain its usage, and emphasize the role of VR in learning;

[0098] Step 3: Design multiple virtual learning scenarios related to the topic based on the teaching content;

[0099] Step 4: Guide the students to correctly wear the virtual reality device. In the virtual environment, guide the students to have an interactive experience through voice and text prompts.

[0100] Step 5: The system automatically highlights incorrect pronunciations or grammar in red, provides a demonstration audio, and pops up a prompt window when cultural taboos are violated.

[0101] Step 6: Through the students' sharing of their learning experiences and feelings in the virtual environment, communicate their discoveries, confusions, and propose corresponding solutions.

[0102] Step 7: Summarize the students' learning achievements in the virtual environment through the VR task completion rate, speech recognition score, and analysis of the recorded scenario dialogues.

[0103] The principle process of the conflict rule library matching feedback is as follows;

[0104] 1. The user violates a cultural taboo; 2. Compare and match according to the error type in the conflict rule library; 3. Through the triggered cultural taboo, query the preset severity of this taboo in the conflict rule; 4. Query the user's error records of this taboo in history; 5. Judge whether the number of errors is greater than three. If yes, increase the severity of this error by one level. If no, maintain the preset severity; 6. Select the corresponding feedback strategy according to the corresponding preset severity. The data source of the conflict rule library is real cross-cultural conflict cases. The preset severity is divided into severe errors, moderate errors, and minor errors; for severe errors, the feedback measures are scene freezing + error highlighting, and playing an animation demonstration of the correct behavior; for moderate errors, the feedback measures are popping up a knowledge card and playing a voice to correct the error; for minor errors, the feedback measures are that the virtual character frowns and hesitates, and the character can continue the dialogue after a simple pause. The preset severity is used to judge which type of error it belongs to by analyzing the user's language and behavior and comparing with the preset threshold. The specific implementation logic is as follows;

[0105] f cs : Cultural sensitivity eigenvalue

[0106] f su : Social norm violation eigenvalue

[0107] f la : Language accuracy eigenvalue

[0108] f cf : Context-related eigenvalue

[0109] Generate a linear weighted model based on the above features;

[0110] S euerity S core = 0.5f cs + 0.3fsu +0.1f la +0.1f cf

[0111] The quantization logic of the cultural sensitivity eigenvalue is (weight 0.5);

[0112]

[0113] The numerator is the number of detected cultural taboo words, and the denominator is the preset maximum tolerance threshold (set to 3 times as an example). The judgment annotation is to increase 0.33 points for each sensitive word that appears. If it exceeds 3 times, it is regarded as a full score of 1;

[0114] The quantization logic of the social norm violation eigenvalue is (weight = 0.3);

[0115] The violation levels of social norms are divided into high, medium, and low. Their triggering conditions respectively match high-level taboo phrases, medium-level taboo phrases, and low-level taboo phrases. Their corresponding values are 1.0, 0.6, and 0.3 respectively. Only the highest-level violation value is taken (if both high-level and medium-level are violated simultaneously, 1.0 is taken);

[0116] The quantization logic of the language accuracy eigenvalue is (weight 0.1);

[0117]

[0118] The denominator 5 represents the allowable upper limit of error tolerance (at most 5 errors per 100 words);

[0119] The quantization logic of context relevance is (weight 0.1);

[0120]

[0121] The purpose of the design is to amplify the severity of errors in formal occasions by 5 times;

[0122] The calculation process of the final score is as follows;

[0123] 0.5 * cultural sensitivity score + 0.3 * social norm score + 0.1 * language accuracy score + 0.1 * context score. The implementation logic of the preset severity upgrade is;

[0124] E: Error level (1 = minor error, 2 = medium error, 3 = severe error);

[0125] C: Error type (1 = non-taboo error, 2 = taboo error);

[0126] N: Number of errors;

[0127] Based on the above variables, the following judgment model is constructed;

[0128] 1. Severe error;

[0129] If the error type C = 2, then directly determine E = 3;

[0130] If the error type N > 3 and C = 1, then upgrade to E = 3;

[0131] 2. Moderate error;

[0132] When the error type is non - taboo and the number of errors N ≤ 3, preliminarily determine E = 2;

[0133] 3. Minor error;

[0134] If non - taboo grammar errors occur continuously for multiple times and the number of errors N ≤ 3, then keep E = 1;

[0135] Based on the above rules, generate a linear model;

[0136]

[0137] A device for enhancing cultural experience in English teaching using virtual reality technology, including a lightweight VR headset. The lightweight VR headset adopts the English teaching system for enhancing cultural experience using virtual reality technology according to claims 1 - 8 to enhance the cultural experience in English teaching.

[0138] In this embodiment, the culturally sensitive word library and social norms can be expanded at any time, and support differential judgment for multiple cultural backgrounds. By designing different scenarios and matching different cultural word libraries, the accuracy of detection is ensured. The design feature of this model is the principle of priority of levels. High - level violations directly terminate the detection. Phrase - level matching: supports multi - word combination detection, making the detection effect more accurate. While ensuring strict cultural compliance, this model provides a progressive error - handling mechanism, which is suitable for scenarios that need to balance security and user experience.

[0139] The above shows and describes the basic principles, main features and advantages of the present invention. Those skilled in the art of this industry should understand that the present invention is not limited by the above - mentioned embodiments. What is described in the above - mentioned embodiments and the specification only illustrates the principles of the present invention. Without departing from the spirit and scope of the present invention, the present invention will have various changes and improvements, and these changes and improvements all fall within the scope of the present invention claimed. The scope of protection claimed by the present invention is defined by the appended claims and their equivalents.

Claims

1. A teaching system for enhancing cultural experience by using virtual reality technology in English teaching, characterized in that, It includes the following steps; Step 1: Determine the teaching objectives and focus on specific cultural scenarios according to the objectives; Step 2: Introduce the principle of VR technology to students, demonstrate virtual reality devices and explain their usage, and emphasize the role of VR in learning; Step 3: Design multiple virtual learning scenarios related to the theme according to the teaching content; Step 4: Guide students to correctly wear virtual reality devices. In the virtual environment, guide students to have interactive experiences through voice and text prompts; Step 5: The system automatically marks incorrect pronunciations or grammars in red, provides demonstration audio, and pops up a prompt window when cultural taboos are violated; Step 6: Through students sharing their learning experiences and feelings in the virtual environment, communicate their discoveries and confusions with each other, and propose corresponding solutions; Step 7: Summarize the learning achievements of students in the virtual environment through VR task completion, speech recognition scoring, and analysis of scenario dialogue recordings.

2. The teaching system for enhancing cultural experience by using virtual reality technology in English teaching according to claim 1, characterized in that: In the above Step 5, through the conflict rule library, the user's behavior and dialogue content are dynamically matched.

3. The teaching system for enhancing cultural experience by using virtual reality technology in English teaching according to claim 1, characterized in that: The detection process for violating cultural taboos in the above Step 5 is as follows; 1. The user inputs the dialogue and behavior into the cultural conflict detection module, and the cultural conflict detection module detects whether the dialogue and behavior violate cultural taboos; 2. If the user does not violate cultural taboos, use AI to generate a regular response and prepare for the next interaction; 3. If the user violates cultural taboos, match the violated taboos with the conflict rule library to generate corresponding feedback; 4. Update and record the error log.

4. The teaching system for enhancing cultural experience by using virtual reality technology in English teaching according to claim 3, characterized in that: The principle process of matching feedback in the above conflict rule library is as follows; 1. The user violates cultural taboos; 2. Compare and match according to the error type in the conflict rule library; 3. Through the triggered cultural taboo, query the preset severity of this taboo in the conflict rule; 4. Query the error record of this taboo of the user in history; 5. Judge whether the number of errors is greater than three. If yes, increase the severity of this error by one level. If no, maintain the preset severity; 6. Select the corresponding feedback strategy according to the corresponding preset severity.

5. The teaching system for enhancing cultural experience by using virtual reality technology in English teaching according to claim 2, characterized in that: The data source of the above conflict rule library is real cross-cultural conflict cases.

6. The teaching system for enhancing cultural experience by using virtual reality technology in English teaching according to claim 4, wherein: The above preset severity is divided into severe errors, moderate errors, and minor errors; For severe errors, the feedback measures are scene freezing + error highlighting, and playing an animation demonstration of the correct behavior; For moderate errors, the feedback measures are popping up a knowledge card and playing voice to correct the error; For minor errors, the feedback measures are that the virtual character frowns and hesitates, and the character can continue the dialogue after a simple pause.

7. The teaching system for enhancing cultural experience by using virtual reality technology in English teaching according to claim 6, characterized in that: The above preset severity judges which type of error it belongs to by analyzing the user's language and behavior and comparing with the preset threshold. The specific implementation logic is as follows; f cs : Cultural sensitivity eigenvalue f su : Social norm violation eigenvalue f la : Language accuracy feature value f cf : context-related eigenvalue Generate a linear weighted model based on the above features; S euerity S core = 0.5f cs + 0.3f su + 0.1f la + 0.1f cf Among them, the quantization logic of the cultural sensitivity feature value is (weight 0.5); The numerator is the number of detected cultural taboo words, the denominator is the preset maximum tolerance threshold (set as 3 times for example), and it is determined that each time 1 sensitive word appears, 0.33 points are added, and if it exceeds 3 times, it is regarded as full marks of 1; The quantization logic of the social norm violation feature value is (weight 0.3); The violation levels of social norms are divided into high, medium, and low, and their triggering conditions respectively match high-level taboo phrases, medium-level taboo phrases, and low-level taboo phrases, with corresponding values of 1.0, 0.6, and 0.3 respectively. Only the highest-level violation value is taken (if both high-level and medium-level are violated simultaneously, 1.0 is taken). The quantification logic of the language accuracy feature value is (weight 0.1); The denominator 5 represents the allowable error tolerance limit (at most 5 errors per 100 words); The quantification logic of context relevance is (weight 0.1); The purpose of the design is to amplify the severity of errors in formal occasions by 5 times; The calculation process of the final score is as follows; 0.5 * cultural sensitivity score + 0.3 * social norm score + 0.1 * language accuracy score + 0.1 * context score.

8. The teaching system for enhancing cultural experience by using virtual reality technology in English teaching according to claim 6, wherein: The implementation logic for the upgrade of the preset severity is; E: Error level (1 = minor error, 2 = moderate error, 3 = severe error); C: Error type (1 = non-taboo error, 2 = taboo error); N: Number of errors; Based on the above variables, the following decision-making model is constructed; 1. Severe error; If the error type C = 2, then directly determine E = 3; If the error type N > 3 and C = 1, then upgrade to E = 3; 2. Moderate error; In the case where the error type is non-taboo and the number of errors N ≤ 3, initially determine E = 2; 3. Minor error; If non-taboo grammar errors occur continuously for multiple times and the number of errors N ≤ 3, then maintain E = 1; Based on the above rules, a linear model is generated; 9. A teaching device for enhancing cultural experience in English teaching by using virtual reality technology, characterized in that, Including a lightweight VR headset, the lightweight VR headset uses the teaching system for enhancing cultural experience in English teaching according to claims 1 - 8 to enhance the cultural experience in English teaching.