Drowning simulation experience system based on heart rate induction

Through heart rate sensing technology, the ocean ball placement and sound effects are adjusted in real time, which solves the problems of safety and personalized experience of existing drowning simulation devices, and provides a low-cost, high-safe drowning simulation education solution.

CN120502080APending Publication Date: 2025-08-19QINGDAO UNIV OF TECH
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Patent Information

Application Number
CN202510695875.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-05-28
Publication Date
2025-08-19

AI Technical Summary

Technical Problem

The existing drowning simulation education devices rely on real water bodies, which have problems such as high safety risks, inconvenient operation, high cost, and inability to achieve personalized experience control. They also lack the linkage adjustment of physiological data, resulting in limited educational effects.

Method used

A drowning simulation experience system based on heart rate sensing is adopted, including a heart rate monitoring device, a drowning experience pool and adjustment module, and the ocean ball is deployed, recycling rate and sound intensity by collecting heart rate data in real time to build a dynamic drowning experience environment.

Benefits of technology

It has achieved low-risk, high-security immersive drowning simulation, suitable for large-scale youth education, with personalized experience control and strong immersion, reducing deployment costs and operational thresholds.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a drowning simulation experience system based on heart rate sensing. The drowning simulation experience system comprises a heart rate monitoring device, a drowning experience pool and an adjusting module. The heart rate monitoring device is used for collecting heart rate data of an experiencer in real time; the drowning experience pool is used for constructing a controllable drowning simulation environment; the adjusting module is in communication connection with the heart rate monitoring device and is used for dynamically adjusting the drowning simulation intensity in the experience pool according to the collected heart rate data. Compared with the prior art, by introducing a physiological signal sensing mechanism, personalized and real-time adjustment of drowning experience intensity is realized, and immersion and safety are enhanced. The sound effect and tactile stimulation can be automatically adjusted according to different physiological states of an experiencer, simulation experience closer to a real scene is provided, and the method is suitable for scenes such as emergency training, psychological adjustment or education drill. The method has good expansibility and intelligent level, and can effectively improve the interactivity and effectiveness of simulation experience.
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Description

Technical Field

[0001] The present invention relates to the technical field of drowning simulation experience, and in particular to a drowning simulation experience system based on heart rate sensing. Background Art

[0002] Drowning accidents are a prominent public safety issue worldwide, posing a serious threat to young people in particular. Relevant data show that drowning has become the third leading cause of unintentional injury deaths worldwide and one of the top ten leading causes of death among children and adolescents. During the flood season or summer vacation, drowning incidents among teenagers occur frequently, causing great trauma to families and increasing the burden on society. Therefore, improving young people's awareness of drowning prevention and self-rescue capabilities has become an important topic that requires urgent attention. However, existing drowning prevention safety education is mostly based on oral explanations or written materials, lacking immersive and interactive real-life experiences, and it is difficult to effectively arouse young people's real perception and psychological alertness of the danger of drowning. In addition, some drowning experience devices use real pools as simulation environments, which have problems such as high management costs, high safety risks, and inconvenient maintenance, limiting their promotion and application in a wide range of educational scenarios.

[0003] Our experimental team has extensively researched and documented relevant technologies for drowning simulation education. Relying on relevant resources and conducting numerous experiments, we discovered existing technologies, such as those disclosed in CN115578902B, CN111784975B, and CN106139551B. For example, the prior art discloses a drowning emergency experience and training device, including a mask, a water inlet and outlet device, a sensor detection device, and an early warning response device, simulating the drowning process through physical structures and sensor components. However, existing technologies generally rely on real water bodies or water pump inlet and outlet systems, resulting in complex structures. The operation process involves tedious steps such as actual filling, sealing, and draining, requiring constant professional supervision. These technologies pose high safety risks and poor repeatability, making them particularly unsuitable for large-scale youth drowning prevention education. Furthermore, most current drowning prevention education programs still rely on passive indoctrination through text and video, lacking the ability to identify individual stress responses and provide interactive feedback. This makes it difficult to accurately determine whether participants experience psychological effects such as fear and alertness, resulting in limited educational effectiveness. Existing technologies also fail to achieve the linkage adjustment of simulation experience and physiological data, and cannot realize a dynamic simulation experience tailored to the individual.

[0004] The present invention was developed to address the common problems in this field, such as the single anti-drowning education method and the lack of immersive experience, which cannot truly stimulate young people's perception of the danger of drowning; the existing simulation devices have complex structures and rely on real water bodies, resulting in inconvenient operation, great safety hazards, and high maintenance costs; at the same time, there is a lack of intelligent adjustment mechanism based on the physiological state of the experiencer, and it is impossible to achieve experience control that varies from person to person, resulting in poor simulation effects and insufficient safety guarantees. Summary of the Invention

[0005] The purpose of the present invention is to address the deficiencies in the current field and propose a drowning simulation experience system based on heart rate sensing.

[0006] In order to overcome the deficiencies of the prior art, the present invention adopts the following technical solutions:

[0007] A drowning simulation experience system based on heart rate sensing, comprising a heart rate monitoring device, a drowning experience pool, and a regulation module;

[0008] The heart rate monitoring device is used to collect the heart rate data of the experiencer in real time;

[0009] The drowning experience pool provides a controllable drowning experience scene for the experiencer;

[0010] The adjustment module is in communication with the heart rate monitoring device and is configured to adjust the intensity of the simulated drowning in the drowning experience pool according to the heart rate data collected by the heart rate monitoring device.

[0011] Furthermore, the drowning experience pool includes a pool body for constructing a drowning simulation experience space, a staircase 2 adjacent to both sides of the pool body for the experiencer to enter the pool body, two handrails 3 symmetrically fixed on both sides of the pool body, a sound player arranged in the pool body, an ocean ball throwing machine for automatically throwing ocean balls into the pool body, and an ocean ball recovery machine for recovering ocean balls from the pool body.

[0012] Furthermore, the pool body includes a first floor mat 7, a second floor mat 8 and several connecting plates 4 that are detachably connected to each other. The connecting plates 4 are vertically arranged relative to the ground. The several connecting plates constitute a fence that is closed on all sides and open at the top and bottom. The first floor mat 7 and the second floor mat 8 are located in the fence. The upper surfaces of the first floor mat 7 and the second floor mat 8 are both irregular curved slope structures, which are used to simulate the complex terrain and flow instability of real water flow areas.

[0013] Furthermore, the sound player is used to play a pre-stored audio file, which includes sound effects of different intensity levels D of drowning experience. The sound effects are used to simulate the changes in the sound environment of the experiencer from a slight fall into the water to a severe drowning in order from low to high levels. The sound effect intensity level D is represented by a discrete value: D = {0, 1, 2}, where each level value corresponds to the sound effect intensity of a drowning situation: D = 0 corresponds to a slight water wave sound, D = 1 corresponds to moderate choking and exclamation, and D = 2 corresponds to severe drowning, rapid water waves and screams.

[0014] Furthermore, the adjustment module includes a state recognition unit, a target generation unit and a control execution unit;

[0015] A state recognition unit, configured to recognize the current experience state of the experiencer based on the heart rate data collected by the heart rate monitoring device;

[0016] A target generation unit is used to generate a target total amount of ocean balls in the pool;

[0017] The control execution unit is used to control the sound effect intensity output of the sound player, the release rate of the ocean ball release machine, and the recovery rate of the ocean ball recovery machine according to the current experience status of the experiencer and the target total amount of release, thereby realizing multi-dimensional dynamic adjustment of the drowning experience intensity.

[0018] Furthermore, the state recognition unit implements the following operation steps:

[0019] S101: Receive the original heart rate value HR from the heart rate monitoring device in real time with a sampling period of one second. raw (t),

[0020] S102: To reduce the impact of abnormal fluctuations and sudden noise, the adjustment module performs sliding average processing on the received original heart rate value to obtain the smoothed effective heart rate value HR eff (t):

[0021]

[0022] Among them, t represents the time sequence number of the current sampling, ti represents the time sequence number corresponding to the i-th sampling point traced back from the current time sequence number t, HR eff (t) is the effective heart rate value at time t, HR raw (ti) is the original heart rate value at the time ti, and N is the number of continuous heart rate samples used in each sliding average process;

[0023] S103: According to the effective heart rate HR eff (t), divide the current experience state into three levels:

[0024]

[0025] L(t) is the experience state level at the current time t. L(t) = 0 indicates that the experiencer's heart rate is less than 100 bpm, which is a normal state; L(t) = 1 indicates that the experiencer's heart rate is between 100–119 bpm, which is judged to be a stressful state; L(t) = 2 indicates that the experiencer's heart rate is above 120 bpm, which is judged to be a high stress state; bpm is a common unit of heart rate, indicating the number of heart beats per minute;

[0026] S104: Send L(t) to the control execution unit.

[0027] Furthermore, the target generation unit implements the following steps:

[0028] S201: The user's height Hc, weight Wc, expected coverage rate EX, current experience state level L(t), pool volume Ve corresponding to expected coverage rate EX, and ocean ball volume Bv are input as input parameters to the regression prediction model FML. The regression prediction model FML outputs the target number of ocean balls in the pool NT based on the input parameters. in , where the expected coverage is the ratio of the target height of the ocean balls selected by the user to the user's height. A(h) represents the cross-sectional area of the pool at height h. The regression prediction model FML constructs a training data set through existing real experience data, adopts a regression model, and uses the prediction error as the optimization target. The training is obtained, and the regression prediction model FML is used to predict the target number of ocean balls in the experience pool;

[0029] S202: Drop the ocean ball target amount NT in Sent to the control execution unit.

[0030] Furthermore, the control execution unit implements the following steps:

[0031] S301: Based on the current experience level L(t) of the user and the target amount of ocean balls NT in , dynamically calculate the real-time delivery rate V of the ocean ball delivery machine in (t):

[0032]

[0033] At the same time, in order to ensure that the user's experience does not exceed the expected upper limit, the total delivery volume is subject to real-time boundary constraints to meet the following requirements: N act ≤NT in ,

[0034] Among them, V0 is the medium enhancement rate, V1 is the basic delivery rate, V2 is the stop delivery rate, N act is the current amount of ocean balls in the pool, and V0>V1>V2;

[0035] S302: Set the recovery rate V of the ocean ball recovery machine out (t):

[0036]

[0037] Among them, H max is the heart rate normalization reference parameter, H max The value range is 150bpm-160bpm, T high(t) is the duration of the experiencer's current heart rate above 120 bpm, T max is the duration normalization reference parameter, T max The value range is 30 seconds to 60 seconds, α is the heart rate deviation factor used to adjust the impact of heart rate deviation on the recovery rate of the ocean ball, β is the high stress duration factor used to control the sensitivity of high stress duration to the recovery rate of the ocean ball, and k is the recovery rate adjustment coefficient. It reflects the normalized intensity of the deviation of the user's current heart rate from 120 bpm. The higher the value, the more nervous or panicky the user is. This value reflects the duration of the experiencer's heart rate exceeding 120 bpm. A larger value indicates a longer duration of fear, indicating that the experiencer may be experiencing high anxiety or strong discomfort.

[0038] S303: According to the current experience state level L(t), control the sound player to play the matching sound intensity level D:

[0039]

[0040] The beneficial effects achieved by the present invention are:

[0041] 1. Significantly improved safety: This invention uses ocean balls instead of real water as the drowning simulation medium, and uses irregular slope mats to build an experience environment, avoiding the physical risks of drowning, choking, slipping, etc. in real water environments, and achieving a low-risk, high-safety immersive drowning simulation experience, which is particularly suitable for youth safety education.

[0042] 2. The experience intensity is dynamically adjustable, and the immersion is stronger: The present invention obtains the real-time physiological state of the experiencer through a heart rate monitoring device. Combined with the state recognition unit, the target generation unit and the control execution unit, it can jointly adjust the amount of ocean balls released and the recovery rate, and the intensity of the sound effect playback, to achieve individualized experience intensity control and enhance the personalized experience and immersion.

[0043] 3. Easy to deploy, highly adaptable, and suitable for large-scale promotion: The present invention adopts a modular and detachable structural design. The experience pool structure can be quickly assembled and disassembled, making it easy to deploy and recycle in various scenarios such as campuses, communities, and exhibition halls. It significantly reduces deployment costs and operational thresholds, and has good scalability and reuse value. BRIEF DESCRIPTION OF THE DRAWINGS

[0044] The present invention can be further understood from the following description in conjunction with the accompanying drawings. The components in the figures are not necessarily drawn to scale, but rather the emphasis is placed on illustrating the principles of the embodiments. In different views, the same reference numerals designate corresponding parts.

[0045] Figure 1It is a schematic diagram of the overall structure of the drowning experience pool of the present invention.

[0046] Figure 2 It is a side sectional view of the drowning experience pool of the present invention.

[0047] Figure 3 It is an enlarged view of the connection between the handrail of the present invention and the stairs.

[0048] Figure 4 It is a structural schematic diagram of the connecting plate of the present invention.

[0049] Figure 5 It is a schematic structural diagram of the straight connector and the corner connector of the present invention.

[0050] Figure 6 It is a structural schematic diagram of the connecting plates of the present invention.

[0051] Figure 7 For the present invention Figure 6 Enlarged view of point A in the middle.

[0052] Figure 8 For the present invention Figure 6 Enlarged view of point B in the middle.

[0053] Figure 9 For the present invention Figure 6 Enlarged view of point C in the middle.

[0054] Figure 10 Schematic diagram of the structure of the first floor mat and the second floor mat of the present invention.

[0055] Figure 11 It is a structural schematic diagram of the pool body of the present invention.

[0056] Figure 12 This is a modular schematic diagram of the drowning simulation experience system based on heart rate sensing of the present invention.

[0057] Explanation of the accompanying figures: 1. Drowning experience pool; 2. Stairs; 3. Handrail; 301. Handrail; 302. Bottom plate; 303. Bottom plate through hole; 4. Connecting plate; 401. Vertical plate; 402. Vertical plate through hole; 403. Connecting column; 404. Connecting cone; 405. Cone through hole; 5. Straight connector; 501. Straight connecting plate; 502. Straight connector through hole; 6. Corner connector; 601. Corner connecting plate, 602, corner connector through hole; 7. First floor mat; 8. Second floor mat; 9. Ocean ball; 10. Velcro; 11. Extension cloth. DETAILED DESCRIPTION

[0058] In order to make the purpose, technical solutions and advantages of the present invention clearer, the present invention is further described in detail below in conjunction with its embodiments; it should be pointed out that the specific embodiments described herein are only used to explain the present invention and are not used to limit this case. For those skilled in the art, after reviewing the following detailed description, other systems, methods and / or features of this embodiment will become apparent. In addition, the terms describing the positional relationship in the accompanying drawings are only for illustrative purposes and cannot be understood as limiting this patent. For those of ordinary skill in the art, the specific meanings of the above terms can be understood according to the specific circumstances.

[0059] Example 1: Combined with the attached Figure 1 -Attached Figure 11 This embodiment constructs a drowning simulation experience system based on heart rate sensing, which includes a heart rate monitoring device, a drowning experience pool, and a regulation module;

[0060] The heart rate monitoring device is used to collect the heart rate data of the experiencer in real time;

[0061] The drowning experience pool provides a controllable drowning experience scene for the experiencer;

[0062] The adjustment module is in communication with the heart rate monitoring device and is configured to adjust the intensity of the simulated drowning in the drowning experience pool according to the heart rate data collected by the heart rate monitoring device.

[0063] As attached Figure 1 As shown, the drowning experience pool 1 includes a pool body for constructing a drowning simulation experience space, stairs 2 adjacent to both sides of the pool body and used for experiencers to enter the pool body, two handrails 3 symmetrically fixed on both sides of the pool body, a sound player arranged in the pool body, an ocean ball throwing machine for automatically throwing ocean balls into the pool body, and an ocean ball recovery machine for recovering ocean balls from the pool body.

[0064] As attached Figure 2 As shown, the pool body includes a first floor mat, a second floor mat and several connecting plates that are detachably connected to each other. The connecting plates 4 are vertically arranged relative to the ground. The several connecting plates form a fence that is closed on all sides and open at the top and bottom. The number of connecting plates 4 is proportional to the volume of the pool body, and the specific number of connecting plates 4 is determined by technicians in this field according to actual needs and is not limited here.

[0065] As attached Figure 3 As shown, the two ends of the handrail 3 are connected to the two stairs 2 by screws. The handrail 3 includes a handrail 301, a base plate 302 respectively arranged at the two ends of the handrail, and a base plate through hole 303 arranged on the base plate. The screws are installed and fixed on the stairs 2 through the base plate through the through hole 303.

[0066] As attached Figure 4-9 As shown, the connecting plates 4 and the connecting plates 4 are detachably connected through straight connectors 5 and corner connectors 6. The connecting plates 4 include a vertical plate 401, two vertical plate through holes 402 arranged on the vertical plates, two connecting columns 403 respectively fixed at the two ends of the lower part of the vertical plate 401, a connecting cone 404 arranged at one end of the upper part of the connecting plate and a cone through hole 405 arranged at the other end of the upper part of the connecting plate. The connecting cone can be limited and engaged in the cone through hole of the other connecting plate.

[0067] The straight connector 5 includes a straight connector plate 501 and two straight connector through holes 502 provided on the straight connector plate. The corner connector 6 includes a corner connector plate 601 and two corner connector through holes 602 provided on the corner connector plate.

[0068] The connecting cone 404 can be inserted into the cone through hole 405 of the adjacent connecting plate 4 to achieve preliminary positioning between the two connecting plates. Subsequently, by inserting the connecting column 403 near the adjacent surfaces of the two connecting plates 4 into the straight connecting member through hole 502 of the same straight connecting member 5, the two connecting plates 4 can be firmly spliced in the horizontal direction. By inserting the connecting column 403 near the adjacent surfaces of the two connecting plates 4 into the corner connecting member through hole 602 in the same corner connecting member 6, the two connecting plates 4 can be firmly spliced vertically to each other.

[0069] As attached Figure 10-11 As shown, the first mat 7 and the second mat 8 are located in the fence, and the upper surfaces of the first mat 7 and the second mat 8 are both irregular curved slope structures, which are used to simulate the complex terrain and flow instability of the real water flow area.

[0070] A plurality of Velcro strips 10 and extension cloths 11 are provided on the first floor mat 7 and the second floor mat 8, and each extension cloth is provided with two Velcro strips 10 that can stick to each other. The slope structures of the first floor mat 7 and the second floor mat 8 are spliced into one by Velcro strips. The first floor mat 7 and the second floor mat 8 form a continuous integrated slope structure when in use, thereby enhancing the continuity and immersion of the simulation experience.

[0071] After the extended cloth 11 on the first floor mat 7 and the second floor mat 8 pass through the vertical plate through hole 402 on the connecting plate 4 in turn, the two Velcro strips 10 on the extended cloth 11 are bonded together to form an integrated bonding block. The bonding block is larger than the vertical plate through hole 402 in size, thereby preventing the extended cloth from retreating from the vertical plate through hole 402, so as to realize the detachable fixation of the first floor mat 7 and the second floor mat 8 and the connecting plate 4.

[0072] The present invention adopts filled ocean balls as drowning simulation media, and fills a large number of hollow spheres in the structural gaps formed by splicing floor mats, so that the experiencer's body is surrounded by ocean balls during the experience, thereby creating a sense of immersion and suffocation, simulating the real state of being trapped in water during sudden drowning.

[0073] The present invention does not rely on real water or liquid media, which greatly improves the safety and controllability of the simulation experience; at the same time, by adopting a modular detachable structural design, the first floor mat 7, the second floor mat 8 and the connecting plate 4 all support quick assembly and disassembly, which is convenient for promotion and use in various application scenarios such as schools, communities, and exhibition halls. It has the advantages of low deployment cost, strong spatial adaptability, and high reuse rate, and provides a low-risk, immersive, and educationally clear drowning simulation, which is particularly suitable for drowning warning and safety education experience for young people.

[0074] Example 2: Combined with the attached Figure 12 In addition to the contents of the above embodiments, the heart rate monitoring device is a smart bracelet, smart watch, chest-mounted ECG acquisition device or other sensor device that can collect heart rate data in real time with a heart rate monitoring function in the prior art. The specific device selection of the heart rate monitoring device is not limited here.

[0075] Before the experiencer enters the drowning experience pool, the experiencer's heart rate is collected in real time by wearing a heart rate monitoring device. The heart rate monitoring device sends the collected heart rate data to the adjustment module in real time via Bluetooth, WiFi or serial communication.

[0076] The ocean ball delivery machine can be a device that has the function of ball conveying or quantitative delivery of bulk particles in the existing technology, and is used to deliver ocean balls into the drowning experience pool at a preset frequency.

[0077] The recovery function of the ocean ball recovery machine can be achieved through the ocean ball cleaning equipment in the prior art, which is directly used to recover ocean balls from the drowning experience pool and complete cleaning and disinfection operations when necessary.

[0078] The sound player is used to play pre-stored audio files. The audio files include sound effects of different intensity levels D of drowning experience. The sound effects are used to simulate the changes in the sound environment from a minor fall into the water to a severe drowning in order from low to high levels. The sound effect intensity level D is represented by a discrete value: D = {0, 1, 2}, where each level value corresponds to the sound effect intensity of a drowning situation: D = 0 corresponds to a slight water wave sound, D = 1 corresponds to moderate choking and screaming, and D = 2 corresponds to severe drowning, rapid water waves and screaming.

[0079] The adjustment module includes a state recognition unit, a target generation unit and a control execution unit;

[0080] A state recognition unit, configured to recognize the current experience state of the experiencer based on the heart rate data collected by the heart rate monitoring device;

[0081] A target generation unit is used to generate a target total amount of ocean balls in the pool;

[0082] The control execution unit is used to control the sound effect intensity output of the sound player, the release rate of the ocean ball release machine, and the recovery rate of the ocean ball recovery machine according to the current experience status of the experiencer and the target total amount of release, thereby realizing multi-dimensional dynamic adjustment of the drowning experience intensity.

[0083] The state recognition unit implements the following operation steps:

[0084] S101: Receive the original heart rate value HR from the heart rate monitoring device in real time with a sampling period of one second. raw (t);

[0085] S102: To reduce the impact of abnormal fluctuations and sudden noise, the adjustment module performs sliding average processing on the received original heart rate value to obtain the smoothed effective heart rate value HR eff (t):

[0086]

[0087] Among them, t represents the time sequence number of the current sampling, ti represents the time sequence number corresponding to the i-th sampling point traced back from the current time sequence number t, HR eff (t) is the effective heart rate value at time t, HR raw (ti) is the original heart rate value at time ti, N is the number of continuous heart rate samples used in each sliding average process, and the value range of N is 5-20;

[0088] S103: According to the effective heart rate HR eff (t), divide the current experience state into three levels:

[0089]

[0090] L(t) is the experience state level at the current time t. L(t) = 0 indicates that the experiencer's heart rate is less than 100 bpm, which is a normal state; L(t) = 1 indicates that the experiencer's heart rate is between 100–119 bpm, which is judged to be a stressful state; L(t) = 2 indicates that the experiencer's heart rate is above 120 bpm, which is judged to be a high stress state; bpm is a common unit of heart rate, indicating the number of heart beats per minute;

[0091] S104: Send L(t) to the control execution unit.

[0092] The target generation unit implements the following steps:

[0093] S201: The user's height Hc, weight Wc, expected coverage rate EX, current experience state level L(t), pool volume Ve corresponding to expected coverage rate EX, and ocean ball volume Bv are input as input parameters to the regression prediction model FML. The regression prediction model FML outputs the target number of ocean balls in the pool NT based on the input parameters. in ;

[0094] S202: Drop the ocean ball target amount NT in Sent to the control execution unit.

[0095] Among them, the expected coverage rate is the ratio of the target height of the ocean balls selected by the user to the user's height. A(h) represents the cross-sectional area of the tank at height h. A(h) is obtained based on the tank structure model, which is pre-constructed by a person skilled in the art through three-dimensional space scanning or mapping to reflect the area size of the tank at different height layers.

[0096] The regression prediction model FML is used to predict the target number of ocean balls released in the experience pool. The regression prediction model FML constructs a training data set through existing real experience data, adopts a regression model (such as a neural network or a tree model), and uses the prediction error as the optimization target for training. The training process of the regression prediction model FML includes the following steps:

[0097] First, multiple real-world experience data sets were collected to construct a training dataset. The internal characteristic parameters of the training dataset included: the experiencer's height, weight, desired coverage, the current experience level and the effective volume of the pool corresponding to the desired coverage, and the volume of the ocean ball.

[0098] Secondly, the training data set is preprocessed. The preprocessing includes normalizing the various feature parameters in the training data set to improve the model training effect.

[0099] Then, based on the preprocessed training dataset, common regression model structures such as neural networks, random forest regressors, or gradient boosting trees are selected for training. The root mean square error or mean absolute error of the prediction results is used as the optimization target to evaluate and tune the prediction performance of the regression model.

[0100] Finally, a 5-fold cross-validation strategy is used to evaluate the performance of the regression model to improve the model's adaptability and generalization performance for different user groups, and obtain the trained regression prediction model FML. Among them, the 5-fold cross-validation is a commonly used evaluation method in this field and will not be repeated here.

[0101] The control execution unit implements the following steps:

[0102] S301: Based on the current experience level L(t) of the user and the target amount of ocean balls NT in , dynamically calculate the real-time delivery rate V of the ocean ball delivery machine in (t):

[0103]

[0104] At the same time, in order to ensure that the user's experience does not exceed the expected upper limit, the total delivery volume is subject to real-time boundary constraints to meet the following requirements: N act ≤NT in ,

[0105] Among them, V0 is the medium enhancement rate, V1 is the basic delivery rate, V2 is the stop delivery rate, N act is the current amount of ocean balls in the pool, and V0>V1>V2. V0 and V1 are used to control the rate of ocean ball release when the user is in a normal or stressed state, respectively. The values of V0 and V1 are obtained by those skilled in the art by constructing a neural network model and training it with multiple sets of real experience data. The real experience data includes the user's heart rate, subjective immersion feedback, and different combinations of ocean ball release rates. With the user's immersion score error and the rationality of heart rate fluctuation as the optimization goals, the output parameters V0 and V1 are automatically adjusted, and the optimal empirical value with good adaptability in most groups is obtained through cross-validation;

[0106] S302: When L(t)=2, start the ocean ball recovery machine and set the recovery rate V of the ocean ball recovery machine out (t):

[0107]

[0108] Among them, H max H is the heart rate normalization reference parameter, which is used to standardize the current effective heart rate deviation value to ensure that the heart rate response amplitudes of different users are consistent and comparable in the system adjustment calculation. max The value range is 150bpm-160bpm; T high (t) is the duration of the experiencer's current heart rate above 120 bpm; T max T is the duration normalization reference parameter, which is used to standardize the duration of the experiencer in a high stress state. max The value range is 30 seconds to 60 seconds, α is the heart rate deviation factor used to adjust the impact of heart rate deviation on the recovery rate of the ocean ball, β is the high stress duration factor used to control the sensitivity of high stress duration to the recovery rate of the ocean ball, k is the recovery rate adjustment coefficient,

[0109] It reflects the normalized intensity of the deviation of the user's current heart rate from 120 bpm. The higher the value, the more nervous or panicky the user is.

[0110] This value reflects the duration of the experiencer's heart rate exceeding 120 bpm. A larger value indicates a longer duration of fear, indicating that the experiencer may be experiencing high anxiety or strong discomfort.

[0111] S303: According to the current experience state level L(t), control the sound player to play the matching sound intensity level D:

[0112]

[0113] Among them, the value of α is obtained by technical personnel in this field through controlled experiments: a mapping relationship between heart rate level and subjective discomfort or escape reaction is constructed in different populations, and the heart rate mutation rate and heart rate maintenance time are combined. Multiple sets of linear and nonlinear fitting methods are used to evaluate the impact of the degree of heart rate deviation on the recovery rate of ocean balls. Through residual minimization and performance simulation optimization, the recommended value range of α is calibrated to reflect the characteristic that the higher the heart rate and the more it deviates from the normal value, the faster the experience risk of the experiencer increases.

[0114] The value of β is determined in the following way: technicians in this field study the duration of time that the experiencer is continuously in a high heart rate state greater than 120bpm, and record the changes in the experiencer's subjective tension score, heart rate peak maintenance level and behavioral response during the corresponding time period, and the behavioral response includes active withdrawal or breathing discomfort. Then, a nonlinear response model between the duration of high stress and the demand for the recovery rate of the ocean ball is constructed. By fitting different durations with the experiencer's demand for the recovery rate of the ocean ball, the β coefficient is adjusted and calibrated using the residual minimization and behavioral threshold fitting method to obtain the final value of β, so that β can effectively reflect the driving effect of the duration of high stress on the recovery rate of the ocean ball, ensuring that the recovery response is both real-time and does not cause excessive disturbance.

[0115] The value of k is obtained by technicians in this field based on the comprehensive performance of effective heart rate deviation and high stress duration of different people in drowning simulation, and the mapping relationship between the recovery rate of the corresponding ocean ball: by constructing a sample data set, the different users’ The indicators are used as input features, the recovery rate of ocean balls is used as labels, the response surface model is trained, and its best fitting slope is extracted as the empirical response coefficient k, ensuring that k can objectively reflect the recovery response amplitude corresponding to different pressure levels, taking into account the experience control of the experiencer and the stable operation requirements of the ocean recovery machine.

[0116] By incorporating the user's real-time heart rate as physiological feedback input and combining it with a data-driven adjustment module, this system dynamically adjusts the release and recovery rates of ocean balls, as well as the intensity level of the sound effects played. This intelligently adapts the intensity of the multi-dimensional immersive experience to the user's current psychological stress state, effectively enhancing the responsiveness and immersion of the drowning experience system. While maximizing the authenticity of the user's drowning experience, it also addresses the user's psychological tolerance, ensuring that different user groups can obtain an appropriate stress experience within a safe range.

[0117] Although the present invention has been described above with reference to various embodiments, it will be appreciated that many changes and modifications may be made without departing from the scope of the present invention. That is, the methods, systems, and devices discussed above are examples. Various configurations may omit, replace, or add various processes or components as appropriate. For example, in alternative configurations, the methods may be performed in an order different from that described, and / or various components may be added, omitted, and / or combined. Moreover, the features described with respect to certain configurations may be combined in various other configurations, such as different aspects and elements of the configurations may be combined in a similar manner. In addition, as technology develops, the elements therein may be updated, i.e., many elements are examples and do not limit the scope of the present disclosure or claims. It will also be appreciated that, after reading the contents of the present invention, a technician may make various changes or modifications to the present invention, and these equivalent changes and modifications also fall within the scope defined by the claims of the present invention.

Claims

1. A drowning simulation experience system based on heart rate sensing, characterized in that: The drowning simulation experience system based on heart rate sensing includes a heart rate monitoring device, a drowning experience pool and a regulation module; The heart rate monitoring device is used to collect the heart rate data of the experiencer in real time; The drowning experience pool provides a controllable drowning experience scene for the experiencer; The adjustment module is in communication with the heart rate monitoring device and is configured to adjust the intensity of the simulated drowning in the drowning experience pool according to the heart rate data collected by the heart rate monitoring device.

2. The drowning simulation experience system according to claim 1, characterized in that: The drowning experience pool includes a pool body for constructing a drowning simulation experience space, a staircase 2 adjacent to both sides of the pool body for the experiencer to enter the pool body, two handrails 3 symmetrically fixed on both sides of the pool body, a sound player arranged in the pool body, an ocean ball throwing machine for automatically throwing ocean balls into the pool body, and an ocean ball recovery machine for recovering ocean balls from the pool body.

3. The drowning simulation experience system according to claim 2, wherein: The pool body includes a first floor mat 7, a second floor mat 8 and several connecting plates 4 that are detachably connected to each other. The connecting plates 4 are arranged vertically relative to the ground. The several connecting plates form a fence that is closed on all sides and open at the top and bottom. The first floor mat 7 and the second floor mat 8 are located inside the fence. The upper surfaces of the first floor mat 7 and the second floor mat 8 are both irregular curved slope structures, which are used to simulate the complex terrain and flow instability of real water flow areas.

4. The drowning simulation experience system according to claim 1, wherein: The sound player is used to play pre-stored audio files, which include sound effects of different intensity levels D of drowning experience. The sound effects are used to simulate the changes in the sound environment of the experiencer from a slight fall into the water to a severe drowning in order from low to high levels. The sound effect intensity level D is represented by a discrete value: D = {0, 1, 2}, where each level value corresponds to the sound effect intensity of a drowning situation: D = 0 corresponds to a slight water wave sound, D = 1 corresponds to moderate choking and screaming, and D = 2 corresponds to severe drowning, rapid water waves and screaming.

5. The drowning simulation experience system according to claim 1, wherein: The adjustment module includes a state recognition unit, a target generation unit and a control execution unit; A state recognition unit, configured to recognize the current experience state of the experiencer based on the heart rate data collected by the heart rate monitoring device; A target generation unit is used to generate a target total amount of ocean balls in the pool; The control execution unit is used to control the sound effect intensity output of the sound player, the release rate of the ocean ball release machine, and the recovery rate of the ocean ball recovery machine according to the current experience status of the experiencer and the target total amount of release, thereby realizing multi-dimensional dynamic adjustment of the drowning experience intensity.

6. The drowning simulation experience system according to claim 5, characterized in that: The state recognition unit implements the following operation steps: S101: Receive the original heart rate value HR from the heart rate monitoring device in real time with a sampling period of one second. raw (t), S102: To reduce the impact of abnormal fluctuations and sudden noise, the adjustment module performs sliding average processing on the received original heart rate value to obtain the smoothed effective heart rate value HR eff (t): Among them, t represents the time sequence number of the current sampling, ti represents the time sequence number corresponding to the i-th sampling point traced back from the current time sequence number t, HR eff (t) is the effective heart rate value at time t, HR raw (ti) is the original heart rate value at the time ti, and N is the number of continuous heart rate samples used in each sliding average process; S103: According to the effective heart rate HR eff (t), divide the current experience state into three levels: L(t) is the experience state level at the current time t. L(t) = 0 indicates that the experiencer's heart rate is less than 100 bpm, which is a normal state; L(t) = 1 indicates that the experiencer's heart rate is between 100–119 bpm, which is judged to be a stressful state; L(t) = 2 indicates that the experiencer's heart rate is above 120 bpm, which is judged to be a high stress state; bpm is a common unit of heart rate, indicating the number of heart beats per minute; S104: Send L(t) to the control execution unit.

7. The drowning simulation experience system according to claim 5, characterized in that: The target generation unit implements the following steps: S201: The user's height Hc, weight Wc, expected coverage rate EX, current experience state level L(t), pool volume Ve corresponding to expected coverage rate EX, and ocean ball volume Bv are input as input parameters to the regression prediction model FML. The regression prediction model FML outputs the target number of ocean balls in the pool NT based on the input parameters. in , Among them, the expected coverage rate is the ratio of the target height of the ocean balls selected by the user to the user's height. A(h) represents the cross-sectional area of the pool at height h. The regression prediction model FML constructs a training data set through existing real experience data, adopts a regression model, and uses the prediction error as the optimization target. The training is obtained, and the regression prediction model FML is used to predict the target number of ocean balls in the experience pool; S202: Drop the ocean ball target amount NT in Sent to the control execution unit.

8. The drowning simulation experience system according to claim 5, characterized in that: The control execution unit implements the following steps: S301: Based on the current experience level L(t) of the user and the target amount of ocean balls NT in , dynamically calculate the real-time delivery rate V of the ocean ball delivery machine in (t): At the same time, in order to ensure that the user's experience does not exceed the expected upper limit, the total delivery volume is subject to real-time boundary constraints to meet the following requirements: N act ≤NT in , Among them, V0 is the medium enhancement rate, V1 is the basic delivery rate, V2 is the stop delivery rate, N act is the current amount of ocean balls in the pool, and V0>V1>V2; S302: Set the recovery rate V of the ocean ball recovery machine out (t): Among them, H max is the heart rate normalization reference parameter, H max The value range is 150bpm-160bpm, T high (t) is the duration of the experiencer's current heart rate above 120 bpm, T max is the duration normalization reference parameter, T max The value range is 30 seconds to 60 seconds, α is the heart rate deviation factor used to adjust the impact of heart rate deviation on the recovery rate of the ocean ball, β is the high stress duration factor used to control the sensitivity of high stress duration to the recovery rate of the ocean ball, k is the recovery rate adjustment coefficient, It reflects the normalized intensity of the deviation of the user's current heart rate from 120 bpm. The higher the value, the more nervous or panicky the user is. This value reflects the duration of the experiencer's heart rate exceeding 120 bpm. A larger value indicates a longer duration of fear, indicating that the experiencer may be experiencing high anxiety or strong discomfort. S303: According to the current experience state level L(t), control the sound player to play the matching sound intensity level D:

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