Pelvic floor tissue structure nursing virtual simulation teaching system and method based on augmented reality somatosensory interaction
Through augmented reality technology and virtual simulation software, combined with a somatosensory interactive controller, immersive teaching of the pelvic floor tissue structure is achieved, which solves the problem of the difficulty in restoring the pelvic floor anatomical structure in traditional teaching and improves students' understanding and practical ability.
Patent Information
- Application Number
- CN202510690784.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-05-27
- Publication Date
- 2025-09-19
AI Technical Summary
The teaching of pelvic floor anatomy in traditional nursing education is difficult to truly restore the three-dimensional spatial relationship, dynamically display the physiological mechanism of the urination process, and has insufficient practice opportunities and operational skills training.
Using AR smart glasses and virtual simulation software based on augmented reality technology, combined with somatosensory interactive controllers and high-resolution display devices, immersive teaching of pelvic floor tissue structure is achieved, providing multiple interactive learning modes.
It has enhanced the nursing students’ understanding of the structure and function of the pelvic floor, improved their practical and problem-solving abilities, and provided an immersive teaching experience.
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Figure CN120673635A_ABST
Abstract
Description
Technical Field
[0001] The present invention belongs to the field of computer simulation technology, and involves computer graphics, human-computer interaction and virtual simulation technology, as well as medical knowledge related to the pelvic floor muscles. It is a method that uses computer graphics to digitally virtualize the dynamic changes in the pelvic floor tissue structure, and allows users to learn about the dynamic changes in the pelvic floor tissue structure through somatosensory interaction technology. Background Art
[0002] In the field of nursing education, mastering the knowledge system of pelvic floor anatomy, the physiological mechanism of urination, the relationship between muscle control and urination, and the influence of external forces on the pelvic floor muscles has always been a key and difficult point in the learning process of nursing students. As one of the most complex anatomical regions of the human body, the pelvic floor has an intricate three-dimensional structure of multiple layers of muscles. In addition, the precise coordination mechanism of nerves, muscles, and organs during urination often makes it difficult for students to understand these contents. Traditional nursing teaching methods mainly rely on flat textbooks, two-dimensional anatomical images, and simple pelvic models. These teaching tools cannot accurately restore the three-dimensional spatial relationship of the pelvic floor structure, nor can they dynamically display the physiological mechanism of the urination process. As a result, students' understanding of the anatomy and function of the pelvic floor often remains at a superficial level.
[0003] In recent years, the introduction of digital technologies such as augmented reality (AR) has brought new opportunities to nursing education. By constructing a three-dimensional pelvic floor anatomical model, students can observe the various layers of the pelvic floor from multiple angles and dynamically understand the coordinated movements of various organs during urination. Furthermore, case-based virtual simulation training systems can simulate real-life scenarios, allowing students to practice operations in a virtual environment, effectively addressing the lack of practical opportunities in traditional teaching.
[0004] The application of these innovative teaching methods not only deepens students' understanding of the complex structure and function of the pelvic floor, but also significantly enhances their practical and problem-solving abilities. In the future, with the further development of technologies such as artificial intelligence and big data, nursing education will move towards a more intelligent and personalized approach, providing strong support for the cultivation of high-quality nursing professionals. Summary of the Invention
[0005] To address the current challenges of pelvic floor tissue structure nursing education, such as limited practical opportunities, complex and difficult-to-understand anatomical structures, and insufficient operational skill training, this paper provides a virtual simulation teaching system and method for pelvic floor tissue structure nursing based on augmented reality somatosensory interaction. Users can interact with a virtual pelvic floor model through natural body movements, completing a series of learning tasks in an augmented reality environment, including pelvic floor anatomical structure observation, tissue structure identification, and nursing assessment operations. This provides an immersive pelvic floor nursing teaching experience for nursing students and staff.
[0006] The technical solution adopted in the present invention is as follows:
[0007] A virtual simulation teaching system and method for pelvic floor tissue structure nursing based on augmented reality (AR) somatosensory interaction, combining advanced AR smart glasses with virtual simulation software, provides an innovative teaching and training tool for the nursing field. The system uses AR smart glasses as its core hardware, utilizing its built-in high-performance processor to run virtual simulation software designed specifically for pelvic floor tissue structure nursing, thus implementing augmented reality technology. Through the high-definition display of the AR smart glasses, the system seamlessly integrates the virtual pelvic floor tissue structure with the real environment, providing an immersive interactive experience for users and viewers.
[0008] The system's hardware primarily includes a terminal processor, a somatosensory interaction controller, augmented reality display lenses, and a mobile power bank. These components work together to ensure smooth system operation and a positive user experience. The following is a detailed description of each hardware component:
[0009] 1. Terminal Processor: The terminal processor is a handheld, external, cube-shaped device used with AR smart glasses. It is responsible for running the system's virtual simulation software and ensuring compatibility with other hardware components. The terminal processor utilizes a high-performance chip capable of smoothly processing complex VR data, ensuring system stability and responsiveness. Its function is to receive input from the somatosensory interaction controller and pass this information to the software for processing. The software generates corresponding virtual content based on its built-in functional modules and displays it to the user through the augmented reality display device.
[0010] 2. Somatosensory Interaction Controller: Built into the frame of the AR smart glasses, the somatosensory interaction controller allows users to interact with the system through gestures, head movements, and other somatosensory operations. The controller uses advanced sensor technology to accurately capture subtle user movements and convert them into digital signals for transmission to the terminal processor. The somatosensory interaction controller receives user somatosensory input and transmits this information to the software through an interface on the terminal processor, enabling precise capture and interaction of hand movements.
[0011] 3. Augmented Reality Display Lens: The augmented reality display lens is the system's core display device, used to integrate the virtual pelvic floor structure with the real environment and present it to users and viewers. The display lens uses high-resolution technology to ensure the clarity and realism of virtual content, providing a lifelike visual experience. Through augmented reality technology, users can see and interact with the virtual pelvic floor structure in the real environment.
[0012] 4. Power Bank: The power bank is built into the terminal processor. It provides stable power support for the terminal processor, somatosensory interaction controller, and augmented reality display lenses, ensuring that these hardware devices can operate normally for a long time.
[0013] 5. Personal Computer: A personal computer connects to AR smart glasses and transmits image data from the AR smart software to a projection display device. Its primary function is to capture the image displayed by the AR smart glasses and transmit it to the projection display device, allowing other users to simultaneously view the virtual image seen by the AR smart glasses user, achieving a shared interactive experience.
[0014] 6. Projection Display Device: This device is used to display the projected visual information in the system, presenting the content in the AR smart glasses on a large screen. It provides an intuitive display platform for users and other viewers, allowing them to clearly see the virtual scene as seen by the AR smart glasses user, enhancing the interactivity and visualization of teaching.
[0015] The software is a virtual simulation teaching software for pelvic floor tissue structure nursing based on augmented reality somatosensory interaction, including somatosensory interaction input module, logic judgment module, augmented reality display module, user interface display management module and projection display module. Among them:
[0016] 1. Somatosensory Interaction Input Module: This module is responsible for collecting and processing user somatosensory input, particularly hand movement information. The somatosensory interaction input module receives user gesture data from the gesture recognition module and communicates the status and details of these gestures to the logic judgment module. Through this module, users can perform actions such as grabbing, rotating, and enlarging the virtual pelvic floor structure, providing an intuitive and natural interactive experience. The somatosensory interaction input module utilizes advanced gesture recognition technology to ensure accurate and real-time motion capture, providing users with a smooth interactive experience.
[0017] 2. Logic judgment module: This module is the core of the system and is responsible for controlling the overall logic of the system. The logic judgment module receives user input information from the somatosensory interaction input module and performs logical operations to call specified functions. As the hub of the system, the logic judgment module manages the currently running functional modules and can dynamically switch functional modules according to the user's input information to achieve different teaching functions and operations. For example, when the user rotates the pelvic floor structure, the logic judgment module will call the corresponding functional logic to ensure that the rotation of the virtual model is synchronized with the user's action. The flexibility and efficiency of this module ensure the adaptability and functionality of the system in different teaching scenarios.
[0018] 3. Augmented reality display module: used to process visual information in augmented reality, including: three-dimensional rendering module, digital pelvic floor muscle three-dimensional entity. This module is used to calculate and process visual information and output the results through augmented reality glasses. When the logic judgment module calls the augmented reality display module, the module will display the corresponding visual information according to the instructions of the logic judgment module. The augmented reality display module can accurately simulate the spatial relationship of pelvic floor muscles, bones, internal organs and other tissues based on the data of the logic judgment module, dynamically display the urination control mechanism, and provide visual feedback for nursing assessment operations. Through high-resolution augmented reality display technology, users can see realistic virtual pelvic floor structures in a real environment and perform interactive operations, which significantly improves the immersion and effectiveness of learning.
[0019] 4. User interface display and management module: provides the UI (User Interface) display refresh interface. When the logic interaction module calls the user interface display and management module, this module displays the corresponding UI information, receives commands transmitted from the logic judgment module, loads different resources, and displays the interaction results on the screen.
[0020] 5. Projection Display Module: This module is used to synchronously display the virtual images and interactive information in the augmented reality (AR) smart glasses on an external projection display device. This module enables a shared visual interactive experience for multiple users, allowing teachers, classmates, and other viewers in the classroom to understand the user's operation process and learning content in real time.
[0021] The system uses augmented reality technology to overlay virtual pelvic floor tissue structures onto the real environment, enabling learners to immerse themselves in a real space, significantly improving teaching effectiveness and the learning experience. The system also offers a variety of interactive learning modes, including anatomical structure learning, observation of changes, and nursing operation training, to meet the needs of learners at different levels.
[0022] A virtual simulation teaching system for pelvic floor tissue structure nursing based on augmented reality somatosensory interaction includes the following steps:
[0023] 1. Equipment preparation and system entry
[0024] ① The user stands or sits, holds the power bank and processor at their waist, and turns on the processor power button. Connecting the AR glasses with a physical cable, the system maps the controller's position to the augmented reality environment. In the augmented reality environment, a virtual "hand" appears in the user's field of view, its position mapped by the controller.
[0025] ② Connect the AR glasses with a physical cable, and the system maps the position of the controller to the augmented reality environment. In the augmented reality environment, a virtual "hand" appears in the user's field of view, and its position is mapped by the controller.
[0026] ③ The user moves his hand to the software location, pinches the index finger and thumb, and uses the virtual "hand" to complete the click operation to enter the system and complete system preparation.
[0027] 2. Observe and learn the anatomical structure of the pelvic floor muscles and the steps of contraction exercises
[0028] ① In the augmented reality environment, a virtual "hand" appears in the user's field of view, its position mapped by the controller. After entering the system, the user extends five fingers to emit a ray to select the pelvic floor anatomy observation mode. By pinching the index finger and thumb, the virtual "hand" selects that mode and enters the mode. The virtual pelvic floor anatomy is superimposed on the real environment, and the user can observe it through AR glasses.
[0029] ② The virtual "hand" follows the user's movements. The user can move their hand to a specific part of the virtual pelvic floor structure. By pinching their index finger and thumb, the virtual "hand" automatically "grasps" that part. By pinching the virtual structure with both hands, the user can rotate the entire pelvic floor muscle model, as well as zoom in or out, for a more detailed observation.
[0030] ③If the user opens five fingers, the virtual "hand" will release the structure, and the user can continue to observe other parts or perform other operations.
[0031] ④ When the user needs to view a detailed introduction of a certain muscle, he needs to use one hand to directly click to highlight the muscle that needs to be viewed separately, and a corresponding text box will appear on the right for introduction.
[0032] ⑤ To view individual pelvic floor muscles, use one hand to highlight the muscles you want to view individually. With the other hand, press the button that only displays that muscle. To restore the full display, reach out and press the restore button.
[0033] ⑥ To view the pelvic floor muscle contraction, the user can use their index finger to directly click the "Play Contraction Animation" button to enter the pelvic floor muscle contraction process display interface. The user can use their index finger to click the animation play button or drag the slider to control the pelvic floor muscle contraction simulation.
[0034] ⑦Interactive Learning: Users can use their index finger to click the animation play button or drag the slider to control the simulation of the pelvic floor muscle contraction process. When observing the physiological process of pelvic floor muscle contraction, users can adjust the viewing angle through interactive gestures to view the dynamic changes of the pelvic floor muscles.
[0035] ⑧Answer Feedback: The system also provides real-time feedback to help users understand whether their actions are correct, allowing for timely adjustments and improvements. While watching the pelvic floor muscle contraction movement, the system will display several answer windows on the right. Users need to click on the correct answer with their fingers, and the answer will be saved in the system.
[0036] 3. Observe and learn the anatomical structure of the bladder and the steps of the urination physiological simulation process
[0037] ① Entering Bladder Anatomy Observation Mode: In the augmented reality environment, a virtual "hand" appears in the user's field of view, its position mapped by the somatosensory controller. After entering the system, the user extends their five fingers to emit a ray to select Bladder Anatomy Observation Mode. When the user pinches their index finger and thumb, the virtual "hand" selects that mode and enters it. The virtual bladder anatomy is then superimposed on the real environment, allowing the user to observe it through AR glasses.
[0038] ② Manipulating the virtual bladder structure: A virtual "hand" follows the user's movements. The user can move their hand to a specific location on the virtual bladder structure and pinch their index finger and thumb to automatically "grab" that location. By pinching the virtual structure with both hands, the user can rotate, zoom in, or out of the entire bladder model, allowing for a more detailed observation of the bladder's anatomy.
[0039] ③ Release the virtual structure: If the user opens five fingers, the virtual "hand" will release the currently grasped structure, and the user can continue to observe other parts or perform other operations.
[0040] ④ View bladder details: When the user needs to view a detailed description of a part of the bladder, they can highlight the model by clicking with one hand. A corresponding text box will pop up on the right, displaying detailed information and functional descriptions of the bladder.
[0041] ⑤Observe the urination physiological process: When the user needs to observe the urination physiological process, they can use their index finger to click the "Urination Physiology Simulation" button to enter the urination physiological process display interface. The user can select the bladder to display the "urination" action or the "urine production" action by clicking with their finger.
[0042] ⑥Interactive Learning: Users can control the urination simulation by clicking the animation play button or dragging the slider, observing the contraction of the bladder wall, the opening of the urethra, and the discharge of urine. While observing the physiological process of urination, users can adjust the viewing angle through interactive gestures to observe the dynamic changes in the bladder and urethra. Users can observe the relationship between bladder status and urine volume by viewing the document box on the left.
[0043] ⑦ Answer feedback: The system also provides real-time feedback to help users understand whether their operation is correct, so that they can make timely adjustments and improvements. While watching the urination action, the system will display some answer windows on the right side. Users need to click on the correct answer with their fingers, and the answer status will be saved in the system.
[0044] 4. Observe and learn the steps of the simulation process of the relationship between muscle control and urination
[0045] The relationship between muscle control and urination includes the effects of different muscle contractions and relaxations on urination. This software simulates the control of three typical muscles related to urination, such as the urethral sphincter and detrusor muscle, to demonstrate the effects of different muscle contraction and relaxation states on urination.
[0046] ① Entering the Muscle Control and Urination Relationship Simulation Mode: In the augmented reality environment, a virtual "hand" appears in the user's field of view, its position mapped by the somatosensory controller. After entering the system, the user extends their five fingers to emit a ray to select the Muscle Control and Urination Relationship Simulation Mode. When the user pinches their index finger and thumb, the virtual "hand" selects that mode and enters it. The virtual pelvic floor anatomy is then superimposed on the real environment, allowing the user to observe it through AR glasses.
[0047] ② Select the relationship between muscle control and urination: Users can use gesture interaction to select different types of urinary muscle control and urination relationships for simulation, including the urination states affected by Type I, Type II, and Type III muscle control. The system will display the corresponding urination state changes and pelvic floor muscle function based on the user's selection.
[0048] ③Observe pelvic floor muscle relaxation: A virtual "hand" follows the user's movements. The user can move their hand to a virtual pelvic floor structure and pinch their index finger and thumb to "grasp" that area. The user can observe the relaxation of the pelvic floor muscles and understand the impact of reduced muscle tone on urination.
[0049] ④ Observing urethral sphincter dysfunction: Users can interactively observe the function of the urethral sphincter through gestures. The system simulates the state of the urethral sphincter and demonstrates its role in urination. Users can rotate and zoom in to observe the structural and functional changes of the urethral sphincter in detail.
[0050] ⑤ View the relationship between muscles and urination: Users can highlight the muscles they want to examine individually by clicking on them. A text box will pop up on the right, showing the relationship between that muscle and urination. Users can adjust the viewing angle through gestures to see the impact of that muscle on urination.
[0051] ⑥Interactive Learning: Users can control the animation process by clicking the animation play button or dragging the slider, making it easier to learn the reasons for the formation. When observing the relationship between muscle control and urination, users can adjust the viewing angle through gesture interaction to view the dynamic changes of the pelvic floor muscles and urethral sphincter.
[0052] ⑦ Answer Feedback: The system also provides real-time feedback to help users understand whether their understanding is correct so that they can make timely adjustments and improvements. During the viewing process, the system will display some answer windows on the right side. Users need to click on the correct answer with their fingers, and the answer status will be retained in the system.
[0053] 5. Observe and learn the steps of simulating the external force method for the pelvic floor muscles
[0054] ① Entering the pelvic floor muscle force simulation mode: In the augmented reality environment, a virtual "hand" appears in the user's field of view, its position mapped by the somatosensory controller. After entering the system, the user extends their five fingers to emit a ray to select the pelvic floor muscle force simulation mode. When the user pinches their index finger and thumb, the virtual "hand" selects that mode and enters it. The virtual pelvic floor anatomy is then superimposed on the real environment, allowing the user to observe it through AR glasses.
[0055] ② Select the external force type: Users can use gesture interaction to select different external force scenarios for simulation. Users can directly click the corresponding button with their finger to display the selected plan, including but not limited to Valsalva maneuvers, anal sphincter training, transcutaneous electrical nerve stimulation, exercise training, magnetic stimulation, biofeedback, vibration stimulation, etc. The system will display the corresponding external force results based on the user's selection.
[0056] ③Observe the process: The virtual "hand" will follow the user's hand. The user can move the "hand" to a specific part of the virtual pelvic floor structure and pinch the index finger and thumb. The virtual "hand" will automatically "grasp" that part. The user can observe the changes in the pelvic floor muscles during the process.
[0057] ④ View detailed descriptions of various external force impact results: When the user needs to view detailed information, they can use their index finger to click the "View Details" button. A corresponding text box will pop up on the right side, displaying detailed information and functional descriptions of the solution. Users can adjust the viewing angle through gesture interaction to view detailed content.
[0058] ⑤Interactive Learning: Users can control the animation process by clicking the animation play button or dragging the slider, making it easier to learn the process and effects. When observing the simulation process, users can adjust the viewing angle through gesture interaction to view the results.
[0059] ⑥ Answer Feedback: The system also provides real-time feedback to help users understand whether their understanding is correct, so that they can make timely adjustments and improvements. While watching the dynamic process, the system will display some answer windows on the left. Users need to click on the correct answer with their fingers, and the answer status will be retained in the system. BRIEF DESCRIPTION OF THE DRAWINGS
[0060] Figure 1 This is a block diagram of the hardware device involved in the present invention;
[0061] Figure 2 A block diagram of the interactive system involved in the present invention;
[0062] Figure 3 A flow chart for model production involved in the present invention;
[0063] Figure 4 This is a schematic diagram of wearing an augmented reality device involved in the present invention;
[0064] Figure 5 A schematic diagram of a method for entering a system according to the present invention;
[0065] Figure 6 It is an interactive function module diagram involved in the present invention;
[0066] Figure 7 A flowchart for observing and learning the anatomical structure and contraction exercise methods of the pelvic floor muscles;
[0067] Figure 8 Flowchart of the simulation process for observing and learning the anatomy of the bladder and the physiology of urination;
[0068] Figure 9 A flow chart of the steps and methods for simulating the process of observing and learning the relationship between muscle control and urination;
[0069] Figure 10 A flow chart of the steps and methods for observing and learning the simulation process of external force on the pelvic floor muscles;
[0070] Figure 11 A schematic diagram of a gesture interaction method according to the present invention;
[0071] Figure 12 This is a schematic diagram of the interactive method for answering questions and providing feedback according to the present invention;
[0072] Figure 13 This is a flow chart of the question-answering feedback method involved in the present invention. DETAILED DESCRIPTION
[0073] Specific embodiments of the present invention are given below in conjunction with the accompanying drawings.
[0074] The virtual simulation teaching system for pelvic floor tissue structure nursing based on augmented reality somatosensory interaction includes hardware equipment and system software. The block diagram of the hardware equipment is as follows: Figure 1 As shown, it includes a terminal processor, a somatosensory interaction controller, an augmented reality display lens, and a mobile power supply. The terminal processor is a handheld external square device used in conjunction with AR smart glasses. It is responsible for running the virtual simulation software in this system and ensuring the compatibility between the software and other hardware components. The somatosensory interaction controller is built into the frame of the AR smart glasses. Users can interact with the system through somatosensory operations such as gestures and head movements. The augmented reality display lens is the core display device of the system, used to integrate the virtual pelvic floor tissue structure with the real environment and present it to users and viewers. The mobile power supply is built into the terminal processor. The mobile power supply provides stable power support for the terminal processor, somatosensory interaction controller, and augmented reality display lens. The system software is installed in the terminal processor.
[0075] The following describes the implementation of each module. The system software is installed in the terminal processor. Its composition block diagram is as follows: Figure 2 As shown, it includes a somatosensory interaction input module, a logic judgment module, an augmented reality display module, a user interface display and management module, and a projection display module:
[0076] Somatosensory interaction input module: completes the interactive function by capturing and processing the user's somatosensory movements. Gesture recognition uses the built-in camera or depth sensor to capture hand images, extracts hand features through computer vision technology, and then combines the skeleton tracking algorithm to identify the key points of the hand to generate a skeleton model. Finally, the deep learning model is used to classify the gestures and determine the user's operation intention, such as grabbing, clicking, or rotating. Head motion capture uses the built-in inertial measurement unit and visual SLAM technology to track the user's head posture and perspective changes in real time to ensure that the virtual content is accurately aligned with the real environment. The somatosensory input module will also format the captured motion data and transmit it to the terminal processor in real time, compare it with the preset motion library, and trigger the corresponding function. In order to enhance the interactive experience, the module also provides real-time feedback, such as displaying the virtual hand movements on the screen and transmitting tactile signals through vibration to prompt the operation results.
[0077] Logic Judgment Module: This module contains the main logic scenarios of the interactive software and is implemented in C#. This module is mainly used to control the overall logic, make judgments based on user gesture information provided by the somatosensory controller, and feedback the interaction results to the user through the augmented reality display module.
[0078] Augmented Reality Display Module: This module processes visual information in the interactive interface and outputs the results through AR smart glasses. This module is primarily developed using DirectX, the augmented reality software, with C# also used for the pelvic floor muscle training component.
[0079] User interface display and management module: It is implemented using Unity's Canvas and provides a UI display refresh interface. When the logic interaction module calls the user interface display and management module, the module displays the corresponding UI information, receives commands transmitted from the logic judgment module, loads different resources, and displays the interaction results.
[0080] The projection display module uses a variety of technical approaches, including hardware connectivity, data processing and synchronization, display configuration, and software optimization, to clearly display the virtual images and interactive information in AR smart glasses on an external projection display device in real time, enabling a shared, interactive visual experience. In terms of hardware connectivity, the module supports both wired (such as HDMI and VGA) and wireless (such as Wi-Fi Direct and Miracast) connections to meet the needs of different scenarios and ensure stable and flexible data transmission. For data processing and synchronization, the module utilizes advanced image capture technology, combined with DirectX, to obtain high-resolution image data from AR smart glasses in real time. Efficient compression algorithms and timestamp synchronization reduce transmission latency, ensuring high consistency between the image and the content displayed on the AR smart glasses. In terms of display configuration, the module supports various modes, including full-screen display, multi-window display, and interactive display. The image size, position, and display parameters can be flexibly adjusted according to teaching needs. It also supports touchscreen and mouse interaction methods to enhance interactive teaching. For software implementation, the module is developed in C#, integrated with development tools such as Unity, to achieve efficient image rendering and a user-friendly design.
[0081] In the virtual simulation teaching system for pelvic floor tissue structure nursing based on augmented reality (AR) somatosensory interaction, high-precision three-dimensional modeling and dynamic physiological process simulation are the core technical foundations for achieving an immersive teaching experience. This system uses professional three-dimensional modeling software such as Maya and Blender, combined with medical imaging data, to build a highly realistic pelvic floor muscle group and bladder model, and uses biomechanical simulation technology to simulate dynamic physiological processes such as muscle contraction and urination. However, this process involves key technical challenges such as complex anatomical structure restoration, multimodal data fusion, real-time dynamic modeling, and multi-user collaborative interaction. This system focuses on simulating the status of the pelvic floor muscles and bladder. The pelvic floor muscle and bladder models involved in this system are all made using software such as Maya and Blender, combined with medical anatomical plane drawings for accurate reproduction. The model making process used in this system is as follows: Figure 3 These models are an important part of this system. The dynamic form of the model is also produced in external software such as Maya and Blender, and applied to the logic of Unity3D, using animation controllers, animation editors and C# language control.
[0082] Maya 3D modeling and 3D scanning modeling face multiple technical challenges when constructing pelvic floor muscle and bladder models. First, the pelvic floor anatomy is complex, involving the three-dimensional interweaving of multiple layers of muscles, ligaments, and nerves and blood vessels. Modeling must be based on medical imaging data, accurately restored using NURBS surfacing and polygonal subdivision techniques, and meet the biomechanical constraints of dynamic deformation. Second, the simulation of dynamic physiological processes (such as urination and muscle contraction) requires the integration of Hill muscle models and fluid dynamics equations to ensure that the animation conforms to real-world physiological mechanisms. Furthermore, noise and missing data in the 3D scan data must be corrected using algorithms such as Poisson reconstruction, and the topology optimized to meet animation requirements. High-precision models also require a balance between real-time rendering performance and detailed representation, using Level of Detail (LOD) technology to dynamically adjust accuracy. Finally, cross-platform data compatibility requires converting Maya models to a format supported by Unity, and recalibrating materials and lighting to ensure visual consistency in the augmented reality environment.
[0083] The animation of urination and muscle contraction must be based on biomechanical principles. In Maya, when simulating muscle contraction through skeletal binding and shape keyframes, it is necessary to introduce the Hill muscle model to control the relationship between contraction force and velocity. Using Python, different model formulas are introduced for each muscle and bone to ensure the authenticity of its deformation and the authenticity of pelvic floor muscle movement:
[0084]
[0085] Among them, F is the real-time muscle force, v is the contraction velocity, k is the muscle fiber characteristic constant, F maxThe ideal muscle strength is defined as maximum mechanical force. The dynamic urethral sphincter opening process also requires the use of fluid dynamics formulas to simulate urine flow. This multi-scale modeling approach more comprehensively reflects the physiological properties of muscles. It is not only suitable for static analysis but also for dynamic simulation of muscle behavior under different stimulation conditions. For example, when simulating pelvic floor muscle contraction, the system can more realistically reflect the mechanical changes in the muscles, providing a more scientific basis for teaching.
[0086] Hill Model-Based Muscle Dynamics Simulation: Traditional biomechanical modeling methods for the pelvic floor muscles often simplify them into simple elastic units, failing to accurately reflect their complex physiological properties. This system, by deeply integrating electromyographic data and computer simulation technology, constructs a groundbreaking muscle dynamics model. A complete muscle model is constructed at four scales, using Huxley cross-bridge theory to simulate the interaction between actin and myosin, and describing the variation in cross-bridge binding rates using differential equations. Based on the Hill three-element model, but innovatively incorporating a frequency-tension relationship, this model can simulate changes in muscle force output under different stimulation frequencies. The finite bundle method is used to calculate stress distribution within the muscle bundle, specifically considering the angular distribution of muscle fiber orientation. The muscle group is treated as a hyperelastic continuum, and its nonlinear mechanical behavior is described using the Ogden model. To ensure real-time performance in an AR environment, a dedicated muscle dynamics solver was developed. This solver employs an explicit time integration method with adaptive step size adjustment, leverages the AR device's GPU for parallel computing, and establishes a parameter lookup table to accelerate calculations for common working conditions.
[0087] Fluid dynamics simulation of the urinary system faces challenges such as complex geometry and variable flow states. This system achieves high-fidelity, real-time urine flow simulation through innovative numerical methods and engineering optimization. Based on CT / MRI imaging data, a complete 3D model from the bladder to the external urethral opening is reconstructed. The bladder is modeled using NURBS surfaces, including the detrusor muscle layer. The prostatic urethra incorporates the leaf-like geometry of the structure, and the membranous urethra simulates the annular contraction of the sphincter.
[0088] Based on CFD urine flow simulation, a two-way fluid-solid coupling system is established:
[0089]
[0090] The urethral wall force f wallCalculated by inverting the sphincter deformation, u is the fluid velocity field, representing the flow velocity of urine in the urethra; p is the pressure field, representing the pressure distribution during urine flow; and μ is the kinematic viscosity of the fluid. The first equation is the Navier-Stokes equation, which describes the motion of the fluid. It takes into account the fluid's inertia, pressure gradient, viscosity, and external forces. The second equation is the continuity equation, which accounts for the fluid's incompressibility—that is, the fluid's density remains constant during flow. These two equations together describe the flow of urine in the urethra and are used to simulate dynamic processes such as urine discharge and the opening of the urethral sphincter. Through innovative numerical methods and engineering optimization, the system achieves high-fidelity, real-time urine flow simulation. For example, the 3D model reconstructed from CT / MRI imaging data accurately reflects the geometric characteristics of the urethra. Combined with a bidirectional fluid-structure interaction system, it can dynamically simulate the interaction between urine flow and the urethral wall.
[0091] In deploying high-precision pelvic floor muscle and bladder models on AR smart glasses, we faced two core challenges: ensuring stable rendering and accurate registration of the virtual models in a dynamic real-world environment, and achieving efficient synchronization and consistency during multi-user collaborative teaching. To address these key issues, this system was optimized through the following technological innovations:
[0092] a. Real-time multimodal data fusion and spatial registration.
[0093] In augmented reality systems, the virtual pelvic floor anatomy needs to be accurately superimposed with the real environment to provide an immersive teaching experience. However, due to the dynamic changes in the real environment (such as lighting, occlusion, and user movement), traditional AR registration technology is prone to virtual model drift, resulting in visual dislocation and affecting learning effects. In addition, the pelvic floor structure has complex multi-layer muscle tissue, and its three-dimensional spatial relationship must be accurately presented, otherwise it may lead to incorrect teaching guidance. Traditional ICP algorithms are prone to registration failure due to noise or occlusion in dynamic scenes. This algorithm introduces ω i This system uses a weighted ICP algorithm to combine depth sensor data with RGB image feature points to improve registration robustness. The optimized objective function is:
[0094]
[0095] Among them, R is the rotation matrix, t is the translation vector, and p i and q i are respectively the virtual model point cloud and the real scene point cloud, ω i is the confidence weight, f virtual and f real are the SIFT feature descriptors of the virtual model and the real scene respectively, and λ is the balance coefficient.
[0096] Because AR glasses display differently in different lighting environments, the rendering of the virtual model must be adaptively adjusted. This system uses physically based rendering (PBR) and combines ambient light sensor data to dynamically adjust the material parameters of the virtual model:
[0097] I render =k d I env ·(L·N)+k s I env (R.V.) α +I emissive
[0098] Among them, k d is the diffuse reflection coefficient, k s is the specular reflection coefficient, I env is the ambient light intensity, L is the light source direction, N is the normal vector, R is the reflection vector, V is the viewing angle direction, α is the highlight index, I emissive This formula combines the three lighting effects of diffuse reflection, specular reflection and self-illumination to calculate the final color of an object under specific lighting conditions. d I env (L·N) represents the diffuse reflection effect of light and the surface of the object; the specular reflection part k s I env (R.V.) α Represents the mirror reflection effect of light on the surface of the object; self-illumination item I emissive Represents the luminous effect of the object itself. By adjusting these parameters, realistic rendering effects of the virtual model can be achieved under different lighting conditions.
[0099] b. Synchronization and consistency of multi-user collaborative teaching
[0100] In the virtual simulation system for multi-user collaborative teaching, the technical implementation of synchronization and consistency involves multiple key technical innovations. First, the system uses a synchronization engine based on a distributed state machine, and uses the Raft consensus algorithm to ensure the consistency of key states. Each state change requires confirmation from a majority of nodes before it can be submitted, ensuring that the system can remain stable even if some nodes fail. At the data synchronization level, we designed a differentiated Delta synchronization protocol that only transmits state changes rather than complete data packets, reducing network bandwidth usage by 72%. To meet the needs of real-time interaction, the system implements a P2P communication channel based on WebRTC, combined with the QUIC protocol to optimize transmission efficiency and control end-to-end latency to less than 80ms.
[0101] To maintain consistency, the system employs hybrid logical clock technology, combining physical and logical clocks to accurately track the sequence of events. The clock synchronization algorithm uses the NTP protocol to control time deviations between nodes within ±2ms, while also using vector clocks to detect concurrency conflicts. For model state synchronization, the system implements a collaborative editing algorithm based on operation transformations to ensure eventual consistency even when multiple users are working concurrently.
[0102] Regarding network optimization, the system employs an adaptive bitrate adjustment algorithm to dynamically adjust data transmission strategies based on real-time network conditions. When network congestion is detected, it automatically switches to lightweight transmission mode, prioritizing the synchronization of critical states. The system also implements a forward error correction mechanism, which adds redundant information to data packets, enabling the system to maintain normal operation even with a 10% packet loss rate.
[0103] In terms of resource management, the system employs a distributed resource locking mechanism to implement fine-grained access control for high-value teaching resources, such as specific anatomical structures. Optimistic concurrency control allows multiple users to read resources simultaneously, checking for conflicts only during writes. The system also implements machine learning-based usage pattern prediction to preload potentially needed teaching resources, reducing resource switching latency by 58%.
[0104] To ensure system reliability, we've designed a multi-layered fault-tolerance mechanism: hot standby at the node level, automatic failover at the service level, and Erasure Coding at the data level to ensure data persistence. The system monitoring module tracks the status of each node in real time and automatically triggers recovery processes when anomalies are detected. All synchronization operations are recorded in an immutable operation log, supporting state reconstruction and rollback at any point in time.
[0105] The specific implementation methods of each step are introduced below.
[0106] 1. Equipment preparation and system entry
[0107] The specific way of assembly and wearing and the visual effect after the user wears it Figure 4 As shown, the operation method of entering the system is as follows Figure 5 The interactive method module outline of this system is as follows Figure 6 shown.
[0108] 2. Method flow of each step
[0109] Observe and learn the anatomical structure and contraction exercise flow chart of the pelvic floor muscles Figure 7 shown.
[0110] Observe and learn the anatomical structure of the bladder and the urination physiological simulation process flow chart as follows Figure 8The process of urination is simulated step by step and the change of urine residual value is highlighted. The process description is shown in Table 1.
[0111] Table 1 Description of the urination process
[0112]
[0113]
[0114]
[0115] The flow chart of the simulation process method for observing and learning the relationship between muscle control and urination is as follows Figure 9 This mode sets three muscle changes that affect urination as shown in Table 2.
[0116] Table 2 Effects of muscle changes on urination
[0117]
[0118] Observe and learn the steps and methods of simulating the external force of the pelvic floor muscles. Figure 10 Currently, medical care has the following targeted methods, as shown in Tables 3 and 4. We simulated the impact of each external force.
[0119] Table 3 Methods of external force application on pelvic floor muscles
[0120]
[0121]
[0122] Table 4 Methods of applying external force to muscles other than the pelvic floor muscles
[0123]
[0124] 3. Model observation and animation playback method through gesture interaction
[0125] In the present invention, each step of the model observation method, such as moving, zooming in, and zooming out, requires the somatosensory controller to recognize the user's hand behavior for interaction. The gesture interaction method is as follows: Figure 11 shown.
[0126] When a user clicks a mode button or a model component, the following program logic is primarily used. The program uses the event system to notify the user of the button's current state or the occurrence of an event. The model component properties are identical to those of the virtual button. For a virtual button or model component, the following events need to be set: hand entry event (OnEnter), hover event (OnHover), hand exit event (OnExit), click event (OnClick), and press event (OnPress). Each virtual button has a determination area as the button's main body. The system uses polling (regularly checking the button's state) to determine the occurrence of an event.
[0127] The implementation of each event is as follows:
[0128] Hand Exit Event (OnExit): Triggered when the user's hand moves outside the button's detection area in the AR space. This event occurs the moment the hand leaves the detection area. This event contains two parameters: ① the user's skeleton ID number; ② the hand joint name. This event is typically used to execute functions that need to be executed when the hand moves out of the button, such as playing a sound effect or hiding a prompt.
[0129] Click event (OnClick): Triggered when the user's hand hovers for a predetermined time after the last time it moves into the button. This event occurs at the exact moment the critical time is reached. This event contains two parameters: ① the user's skeleton ID number; ② the name of the hand joint. This event is the primary event for buttons and is typically used to execute the function that is supposed to be performed when the button is "pressed," such as forward and backward navigation or executing a system function.
[0130] OnPress event: This event occurs when a button triggers a click event while the user's hand remains within the button's active area. This event occurs during polling, after the button has triggered a click event and the user's hand remains within the button's active area. This event contains three parameters: ① the user's skeleton ID; ② the hand joint name; and ③ the press duration. This event is typically used to execute a function that persists from the moment a button is pressed until the user releases the button, such as changing the button's color or displaying a dynamic effect.
[0131] In this system, the implementation methods of model animation play, pause and playback position selection are as follows:
[0132] Animation playback (OnAnim): When the press event (Onpress) is executed on the animation playback button, the system calls the animation playback interface, loads the corresponding animation, and renders it in the virtual interface.
[0133] Animation pause (OffAnim): When the press event (Onpress) is executed on the animation play button, the system calls the animation play interface to trigger the animation pause function. The system calls the PauseAnimation() interface to pause the playback of the current animation and retain the current frame.
[0134] Selecting the animation position: Users can adjust the animation's display position by dragging with gestures or using voice commands (e.g., "Move the animation to the left"). The system dynamically adjusts the animation's position in the AR space by capturing the coordinate changes of the user's gestures or parsing the voice commands and calling the SetAnimationPosition(x,y,z) API. Polling for each virtual button must be run within the AR program's main loop.
[0135] Through the aforementioned button system, associated event triggering mechanisms, and animation-related features, this system allows users to interact with models through gestures. To make this component more versatile, the functions executed when events are triggered can be written as virtual functions (C++) or delegates (C#) when designing the class. This allows for externally passed in methods to be called, or the observer pattern can be used to notify external objects of specific functions via events.
[0136] 4. Question feedback steps
[0137] The schematic diagram of the answering method of this system is as follows Figure 12 As shown and the interaction method is as follows Figure 13 As shown. The software logic is implemented as follows:
[0138] Show Questions: When the user enters the question-answering mode, the system displays the question content and options in the virtual interface of the augmented reality glasses. The question and options are presented in clear text, and the options are arranged in the form of virtual buttons.
[0139] Select Ans: Options appear as virtual buttons, and users select answers through gestures (such as tapping a virtual button) or voice commands. When the user triggers the button press event (OnPress), the system records the user's selected option and proceeds to the next step of the logic.
[0140] CorrectAns: The system compares the user's selected option with the preset correct answer. If the selected option matches the answer, it is considered correct; if not, it is considered incorrect. The system generates corresponding feedback based on the judgment result.
[0141] Record Score (SetNum): Based on the result in CorrectAns, the system updates the user's score. If the user answers correctly, the system increases the total score by that amount; if the answer is incorrect, the score remains unchanged. The score information is displayed in real time on the virtual interface for the user to view.
[0142] Feedback and Hints: If the user answers correctly, the system plays a positive sound effect and displays a celebratory animation (e.g., a virtual button turns green or a "Correct answer!" prompt appears). If the user answers incorrectly, the system plays a negative sound effect and displays an error prompt (e.g., a virtual button turns red or a "Wrong answer, the correct answer is X" prompt appears). The system also provides explanations or hints to help users understand the correct answer. If the answer is incorrect, 10 points will be added. If the answer is incorrect, 10 points will be subtracted from the total score. The score is displayed as "score / total score."
Claims
1. A virtual simulation teaching system for pelvic floor tissue structure nursing based on augmented reality somatosensory interaction, characterized by: The hardware of the system includes a terminal processor, a somatosensory interaction controller, augmented reality display lenses, a projection display device, and a mobile power supply. The following is a detailed description of each hardware: Terminal processor: The terminal processor is used in conjunction with AR smart glasses; it is responsible for running the virtual simulation software in this system, receiving input information from the somatosensory interaction controller, and passing this information to the software for processing; Somatosensory interaction controller: The somatosensory interaction controller is built into the frame of AR smart glasses. Users interact with the system through somatosensory operations. The controller uses sensor technology to capture user movements and convert them into digital signals for transmission to the terminal processor. The somatosensory interaction controller receives user somatosensory input information and transmits this information to the software through the interface on the terminal processor to realize hand movement capture and interaction. Augmented reality display lenses: users can see the virtual pelvic floor tissue structure in the real environment and perform interactive operations; Mobile power supply: The mobile power supply is built into the terminal processor; Personal computer: The personal computer is connected to the AR smart glasses to transmit the image data in the AR smart software to the projection display device; The software is a virtual simulation teaching software for pelvic floor tissue structure nursing based on augmented reality somatosensory interaction, including a somatosensory interaction input module, a logic judgment module, an augmented reality display module, a user interface display management module, and a projection display module; among them: Somatosensory Interaction Input Module: This module is responsible for collecting and processing user somatosensory input information, especially hand movement information. It receives user gesture data from the gesture recognition module and transmits the status and details of these gestures to the logic judgment module. Through this module, users can grasp, rotate, or enlarge the virtual pelvic floor structure, thereby gaining an interactive experience. The somatosensory interaction input module uses gesture recognition technology. Logical judgment module: The logical judgment module receives user input information from the somatosensory interaction input module and performs logical operations to call the specified function. As the core of the system, the logical judgment module manages the currently running functional modules and can dynamically switch functional modules based on user input information to achieve different teaching functions and operations. Augmented reality display module: used to process visual information in augmented reality, including: three-dimensional rendering module, digital pelvic floor muscle three-dimensional entity; this module is used to calculate and process visual information and output the results through augmented reality glasses; when the logic judgment module calls the augmented reality display module, the module will display the corresponding visual information according to the instructions of the logic judgment module; the augmented reality display module can accurately simulate the spatial relationship between the pelvic floor muscles, bones, and internal organs based on the data of the logic judgment module, and dynamically display the urination control mechanism.
2. A method for applying the system according to claim 1, characterized in that: The following steps are involved: 1) Equipment preparation and system entry ① The user stands or sits with the mobile power supply and processor at the waist and turns on the power button of the terminal processor; Connect the AR glasses with a physical cable, and the system maps the position of the controller to the augmented reality environment; in the augmented reality environment, a virtual "hand" appears in the user's field of view, and its position is mapped by the controller; ② Connect the AR glasses with a physical cable, and the system maps the position of the controller to the augmented reality environment; in the augmented reality environment, a virtual "hand" appears in the user's field of view, and its position is mapped by the controller; ③ The user moves their hand to the software location, pinches their index finger and thumb, and completes the click operation with the virtual "hand" to enter the system and complete the system preparation; 2) Observe and learn the anatomical structure of the pelvic floor muscles and the steps of contraction exercises ① In the augmented reality environment, a virtual "hand" appears in the user's field of view, its position mapped by the controller. After entering the system, the user opens five fingers to emit rays to select the pelvic floor muscle anatomy observation mode. By pinching the index finger and thumb, the virtual "hand" selects the mode and enters. The virtual pelvic floor anatomy is superimposed on the real environment, and the user observes it through AR glasses. ② The virtual "hand" will follow the movement of the user's hand. The user can move the "hand" to a specific part of the virtual pelvic floor structure. The user pinches the index finger and thumb, and the virtual "hand" automatically "grabs" that part. The user can rotate, enlarge, or reduce the entire pelvic floor muscle model by pinching the virtual structure with both hands. ③ If the user spreads out their five fingers, the virtual "hand" will release the structure, allowing the user to continue observing other parts or perform other operations; ④ When the user needs to view a detailed introduction of a certain muscle, he needs to use one hand to directly click to highlight the muscle that needs to be viewed separately, and a corresponding text box will appear on the right for introduction; ⑤ When the user needs to check the pelvic floor muscles one by one, they need to use one hand to directly click to highlight the muscle they need to check separately, and use the other hand to press the button that only displays this muscle to complete the viewing of a single muscle; if they need to restore the full display, they can reach out and press the restore button; ⑥ To view the contraction of the pelvic floor muscles, users need to use their index finger to directly click the "Contraction Animation Play" button to enter the pelvic floor muscle contraction process display interface; users can use their index finger to click the animation play button, or drag the slider to control the simulation of the pelvic floor muscle contraction process; ⑦Interactive Learning: Users can use their index finger to click the animation play button, or drag the slider to control the simulation of the pelvic floor muscle contraction process. When observing the physiological process of pelvic floor muscle contraction, users can adjust the viewing angle through gesture interaction to view the dynamic changes of the pelvic floor muscles. ⑧Answer feedback: The system also provides a real-time feedback mechanism to help users understand whether their operation is correct. While watching the pelvic floor muscle contraction movement, the system will provide some answer windows on the right side. Users need to click on the correct answer with their fingers. The answer status will be retained in the system. 3) Observe and learn the anatomical structure of the bladder and the steps of the urination physiological simulation process ① Entering bladder anatomy observation mode: In the augmented reality environment, a virtual "hand" appears in the user's field of view, its position mapped by the somatosensory controller. After entering the system, the user opens five fingers and emits a ray to select bladder anatomy observation mode. When the user pinches the index finger and thumb, the virtual "hand" selects the mode and enters it. The virtual bladder anatomy is then superimposed on the real environment, allowing the user to observe it through the AR glasses. ② Manipulate the virtual bladder structure: The virtual "hand" will follow the user's hand movement. The user can move the "hand" to a specific part of the virtual bladder structure and pinch the index finger and thumb, and the virtual "hand" will automatically "grab" that part. The user can rotate, enlarge, or reduce the entire bladder model by pinching the virtual structure with both hands. ③ Release the virtual structure: If the user spreads out their five fingers, the virtual "hand" will release the currently grasped structure, allowing the user to continue observing other parts or perform other operations; ④ View detailed introduction of the bladder: When the user needs to view a detailed introduction of a part of the bladder, they can highlight the model by clicking with one hand; a corresponding text box will pop up on the right, showing detailed information and function description of the bladder; ⑤Observe the urination physiological process: When the user needs to observe the urination physiological process, he can use his index finger to click the "Urination Physiology Simulation" button to enter the urination physiological process display interface; the user can select the bladder by clicking the finger to display the "urination" action or the "urine production" action; ⑥Interactive Learning: Users can control the urination simulation by clicking the animation play button or dragging the slider, observing the contraction of the bladder wall, the opening of the urethra, and the discharge of urine. When observing the physiological process of urination, users can adjust the viewing angle through gesture interaction to view the dynamic changes of the bladder and urethra. Users can observe the relationship between bladder status and urine volume by viewing the document box on the left. ⑦Answer feedback: The system also provides a real-time feedback mechanism to help users understand whether their operation is correct. While watching the urination action, the system will provide some answer windows on the right side. Users need to click on the correct answer with their fingers. The answer status will be retained in the system. 4) Observe and learn the steps of the simulation process of the relationship between muscle control and urination The relationship between muscle control and urination includes the effects of different muscle contraction and relaxation on urination. This software will simulate the control of three typical muscles related to urination and demonstrate the effects of different muscle contraction and relaxation states on urination. ① Entering the Muscle Control and Urination Relationship Simulation Mode: In the augmented reality environment, a virtual "hand" appears in the user's field of view, its position mapped by the somatosensory controller. After entering the system, the user opens their five fingers and emits a ray to select the Muscle Control and Urination Relationship Simulation Mode. When the user pinches their index finger and thumb, the virtual "hand" selects that mode and enters it. The virtual pelvic floor anatomy is then superimposed on the real environment, allowing the user to observe it through the AR glasses. ② Select the relationship between muscle control and urination: Users can select different types of urinary muscle control and urination relationships through gesture interaction to simulate urination states, including urination states affected by type I, type II, and type III muscle control. The system will display the corresponding urination state changes and pelvic floor muscle function based on the user's selection; ③Observe pelvic floor muscle relaxation: The virtual "hand" will move with the user's hand. The user can move the "hand" to the virtual pelvic floor structure and pinch the index finger and thumb. The virtual "hand" will "grab" the area. The user can observe the relaxation of the pelvic floor muscles and understand the impact of weakened muscle tone on urination. ④Observe abnormal urethral sphincter function: Users can interactively select and observe the function of the urethral sphincter through gestures; the system simulates the state of the urethral sphincter and demonstrates its role in urination; users can observe the structural and functional changes of the urethral sphincter in detail through rotation and magnification operations; ⑤ View the relationship between muscles and urination: Users can highlight the muscles they want to view separately by clicking. A corresponding text box will pop up on the right side, showing the relationship between the muscle and urination. Users can adjust the viewing angle through gesture interaction to view the impact of the muscle during urination. ⑥Interactive Learning: Users can control the animation process by clicking the animation play button or dragging the slider, making it easier to learn the reasons for the formation. When observing the relationship between muscle control and urination, users can adjust the viewing angle through gesture interaction to view the dynamic changes of the pelvic floor muscles and urethral sphincter. ⑦Answer feedback: The system also provides a real-time feedback mechanism to help users understand whether their understanding is correct. During the viewing process, the system will provide some answer windows on the right side. Users need to click on the correct answer with their fingers, and the answer status will be retained in the system. 5) Observe and learn the steps of simulating the external force application method for the pelvic floor muscles ① Entering the pelvic floor muscle force simulation mode: In the augmented reality environment, a virtual "hand" appears in the user's field of view, its position mapped by the somatosensory controller. After entering the system, the user opens their five fingers and emits a ray to select the pelvic floor muscle force simulation mode. When the user pinches their index finger and thumb, the virtual "hand" selects that mode and enters it. The virtual pelvic floor anatomy is then superimposed on the real environment, allowing the user to observe it through AR glasses. ② Select the external force form: Users can select different external force scenarios through gesture interaction to simulate. Users can directly click the button corresponding to the selected scenario with their fingers to display the scenario, including Valsalva maneuver, anal sphincter training, transcutaneous electrical nerve stimulation, exercise training, magnetic stimulation, biofeedback, vibration stimulation, etc. The system will display the corresponding external force results based on the user's selection; ③Observe the process of the action: The virtual "hand" will move with the user's hand. The user can move the "hand" to a specific part of the virtual pelvic floor structure, pinch the index finger and thumb, and the virtual "hand" will automatically "grab" the part; the user can observe the changes in the pelvic floor muscles during the action process; ④ View detailed descriptions of various external force impact results: When the user needs to view detailed descriptions, they can use their index finger to click the "View Details" button, and a corresponding text box will pop up on the right, displaying the detailed information and function description of the solution. The user can adjust the viewing angle through gesture interaction to view detailed content; ⑤Interactive learning: Users can control the action process animation by clicking the animation play button or dragging the slider, making it easier to learn the action process and effects. When observing the simulation process, users can adjust the viewing angle through gesture interaction to view the results. ⑥Answer feedback: The system also provides a real-time feedback mechanism to help users understand whether their cognition is correct so that they can make timely adjustments and improvements. When watching the dynamics, the system will provide some answer windows on the left. Users need to click with their fingers to select the correct answer, and the answer status will be retained in the system.