VR editing method for education, editor and storage medium thereof

Through the collaborative architecture of a multi-dimensional timeline instruction editor and a 3D model resource manager, a visual editing interface is provided, which solves the problems of long production cycles and high technical barriers in traditional VR educational content production. This enables rapid editing and efficient production of educational VR content, enhancing the dynamism and immersion of the teaching content.

CN120997455APending Publication Date: 2025-11-21CHILDREN (XIAMEN) EDUCATION TECH CO LTD
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Patent Information

Application Number
CN202510918313.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-07-03
Publication Date
2025-11-21

AI Technical Summary

Technical Problem

Traditional VR educational content has a long production cycle, high technical threshold, and lacks flexibility, making it difficult to adapt to the fragmented knowledge points and diverse teaching scenarios in the education field. The communication costs between educators and technicians are high, and content updates require re-customization and development, making dynamic adjustments impossible.

Method used

It adopts a collaborative architecture of a multi-dimensional timeline instruction editor and a 3D model resource manager, providing a visual editing interface. Through diverse educational scenario templates and a frame synchronization mechanism, it enables rapid editing and dynamic adjustment of teaching content.

Benefits of technology

It lowers the barrier to entry for non-technical users, improves the production efficiency and quality of educational VR content, enhances the dynamism and immersion of teaching content, supports personalized customization and free combination of diverse task effects, and stimulates learning interest and improves learning motivation.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a VR editing method for education, an editor and a storage medium thereof, the method responds to an operation of creating a new teaching task by a user, a system environment is initialized, a preset interaction interface is loaded, and the interaction interface comprises a three-dimensional model resource manager and an instruction editor of a multi-dimensional time axis; acquiring a corresponding model object added by a user from a three-dimensional model resource manager, the model object and an associated operation instruction of the model object, binding the operation instruction to a corresponding time axis by using an instruction editor, and generating a step instruction set with a sequential relationship; and iteratively executing the steps until configuration of all operation instructions in the current teaching task is completed, generating an instruction sequence which can be analyzed by a virtual reality engine, and completing VR content editing of the teaching task. According to the method, the VR teaching content making threshold is effectively reduced, 'rapid creation and dynamic adjustment of virtual simulation teaching tasks by zero-basis users' are realized, and the problems of long making period and poor flexibility in the prior art are solved.
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Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of virtual simulation editing, and particularly relates to a VR editing method for education, an editor and a storage medium thereof. BACKGROUND

[0002] Traditional VR education content production adopts a customized development mode, which needs to go through processes such as demand analysis, design, development, testing and release in sequence, and the production cycle is as long as several months or even one year. Moreover, the technology relies on professional personnel to perform programming, 3D modeling and other operations, while educators often lack such technical background, resulting in a mismatch between content production and teaching needs. The development mode is difficult to adapt to the characteristics of knowledge fragmentation and diversified teaching scenarios in the education field, and there are obvious defects such as long production cycle, high technical threshold, insufficient flexibility and low collaboration efficiency. Specifically, it needs multiple rounds of communication development from demand confirmation to content delivery, cannot adapt to the rapid update of teaching content, and the communication cost is high due to the difference in professional background between educators and technical personnel, and the results often deviate from the teaching goal. When the teaching content is updated, it needs to be redeveloped and cannot be dynamically adjusted, which is difficult to meet the variability requirements of the education scene. For example, in the simulation of practical process such as childcare education, it is difficult to quickly build interactive tasks that meet the teaching logic due to the lack of visual editing tools. SUMMARY

[0003] The present application aims to provide a VR editing method for education, an editor and a storage medium thereof to solve the above technical problems.

[0004] According to one aspect of the present application, a VR editing method for education is provided, which comprises the following steps:

[0005] S1, in response to the operation of the user creating a new teaching task, initializing the system environment and loading a preset interactive interface, the interactive interface comprising a three-dimensional model resource manager and a multi-dimensional time axis instruction editor;

[0006] S2, obtaining the model object and its associated operation instructions added by the user from the three-dimensional model resource manager, binding the operation instructions to the corresponding time axis by using the instruction editor, and generating a step instruction set with a time sequence relationship;

[0007] S3, iteratively executing the S2 step until the configuration of all operation instructions in the current teaching task is completed, generating an instruction sequence that can be parsed by a virtual reality engine, and completing the VR content editing of the teaching task.

[0008] In the technical scheme, the instruction editor of the multi-dimensional time axis and the three-dimensional model resource manager are cooperated to realize visual editing of the educational VR content, reduce the use threshold of non-technical users, and generate instruction sequences that can be directly parsed by a VR engine, thereby greatly improving the development efficiency.

[0009] Further, the S2 step includes the following sub-steps:

[0010] S21, listen to and capture the operation of the user inserting a model object in the three-dimensional model resource manager, analyze the model data and combine the user operation information to generate associated model dynamic data,

[0011] S22, based on the model dynamic data, create a movable model instance with a unique identifier and bind entity information, and generate corresponding operation instructions;

[0012] S22, using the instruction editor, map the operation instructions to the corresponding time axis as needed to generate a step instruction set with a time sequence relationship, wherein the time axis includes a paragraph time axis, a camera time axis, an effect time axis, a background music time axis, and an event time axis.

[0013] In the technical scheme, the model instantiation and instruction generation mechanism based on dynamic data ensure the accurate presentation and controllable interaction of the model object in the VR scene, and enhance the dynamic nature and realism of the teaching content.

[0014] Further, the initialization scene of the preset interaction interface includes a drawing room, a teacher's office, a baby class, a public toilet, a sensory room, a Montessori IC classroom, and a multi-functional hall. The pre-set diversified education scene template reduces the repetitive labor of the user in scene building, supports rapid reuse and individual customization, and adapts to different education scene needs.

[0015] Further, the instruction editor includes a paragraph time axis, a camera time axis, an effect time axis, a background music time axis, and an event time axis running in parallel, each time axis is time-coordinated through a frame synchronization mechanism, and is configured with delay time, listening event, and time axis jump functions. The multi-time axis parallel and frame synchronization mechanism realizes accurate coordination of multi-dimensional elements of teaching content, and combined with the delay, listening, and jump functions, meets the flexible arrangement needs of complex teaching logic.

[0016] Further, the frame synchronization mechanism is used for frame-by-frame scheduling of the operation instructions on each time axis, so that the time axis execution period matches the engine rendering period, and time elapse is simulated based on frame-by-frame logic:

[0017] In a single time slice, all time axes are traversed and the current time point step instruction set is triggered; if a blank instruction is encountered, the corresponding operation instruction is in a dormant state; if it is a valid step instruction set, the corresponding operation is executed.

[0018] If the step instruction set operation is not completed, the operation handle is recorded and an iteration mark is inserted, the current instruction set is exited, and switching to the next time axis is performed; after all time axes in the current time slice are traversed, the next adjacent time slice is entered.

[0019] The blank instruction length is determined according to the time difference between the monitored instruction and the time axis origin or the execution time of the previous non-monitored instruction.

[0020] In the above technical solution, the frame synchronization mechanism is used to realize the cycle alignment of the time axis and the engine rendering, to guarantee the timing accurate cooperation of the multi-dimensional teaching elements (paragraphs, cameras, etc.), and to eliminate the different step problem of content playing; the frame-by-frame traversal and instruction state management make the blank instruction dormant and the unfinished instruction iteratively continue, which not only simulates the natural time elapse rhythm, but also guarantees the coherent execution of complex teaching logic (such as long process interaction and multi-resource linkage); the blank instruction calculation based on the execution time difference dynamically adapts the time interval of the teaching instruction, so that the scene switching, sound effect triggering and other operations are deeply matched with the teaching rhythm, and the immersion and logic of the VR teaching content are improved.

[0021] Further, the three-dimensional model resource manager classifies and manages the model objects, including static animation, interactive point tool, material, character, prop and custom class. The classified model resource management system facilitates the user to quickly search and call model materials, optimizes the resource organization architecture, and improves the convenience and standardization of editing operation.

[0022] Further, in response to the user adding a model object from the interactive point tool class, the corresponding pre-stored interactive operation parameter set is called, the generation relationship between the interactive object and the interacted object is monitored, the corresponding interactive operation instruction is generated, and the interactive operation instruction is mapped to the corresponding time axis by using the instruction editor to generate a step instruction set with timing relationship. The parameterized configuration and event monitoring mechanism of the interactive point tool realize the automatic generation of the interactive logic in the teaching scene, and enhance the interaction depth and teaching participation of the user and the VR content.

[0023] Further, the operation instructions in the step instruction set realize logical binding based on a broadcast event mechanism, and the broadcast event types include question display, question closing, feedback reminder, animation playing, scene switching and audio playing. Based on the instruction binding mechanism of the broadcast event, the dependency relationship between the operation instructions is decoupled, the flexible configuration and cross-module linkage of the event response in the teaching process are realized, and the logic expandability of the VR teaching content is improved.

[0024] In a second aspect, the present application provides a VR editor for education, which comprises:

[0025] The task loading module is configured to initialize a system environment and load a preset interactive interface in response to a user creating a new teaching task, the interactive interface including a three-dimensional model resource manager and a multi-dimensional time axis instruction editor.

[0026] The step instruction set creation module is configured to add corresponding model objects and their model objects and associated operation instructions from the three-dimensional model resource manager, bind the operation instructions to the corresponding time axis using the instruction editor, and generate a step instruction set with a time sequence relationship.

[0027] The loop iteration module is configured to iteratively execute the step instruction set creation module until all operation instructions in the current teaching task are configured, generate an instruction sequence that can be parsed by a virtual reality engine, and complete VR content editing of the teaching task.

[0028] Further, the preview process of the instruction editor of the VR editor includes the following steps:

[0029] Step one, register the instruction scheduling event based on the frame polling mechanism, establish a synchronization relationship with the engine rendering cycle, and make the time axis instruction scheduling and the rendering process accurately matched;

[0030] Step two, according to the preset priority, traverse each time axis, read the instruction set corresponding to the current rendering frame, and determine the instruction execution condition using the trigger condition; mark the instructions that meet the condition as "executable state" and include them in the execution queue, and execute the instructions in the execution queue in turn according to the time axis priority;

[0031] Step three, after the execution of the instructions in the execution queue is completed, it is judged whether the current rendering frame number reaches the end frame number; if "no", update the current rendering frame and return to step two to continue execution; if "yes", it is determined that the task flow is completed, and the unified and distributed uploading, removal of frame listening events, instruction and time axis reset, and scene reset operations are executed in turn, and the current running logic is ended; in response to the instruction trigger frame and the end frame being less than the current rendering frame number, the current rendering frame number is taken as the end frame number.

[0032] In the technical solution, the time sequence detection system bound to the engine rendering cycle is constructed (step 1), so that the time axis instruction scheduling is accurately matched with the VR scene rendering rhythm, the time sequence coordination of multi-dimensional teaching elements such as paragraphs and cameras is guaranteed from the bottom, and problems such as lag and misalignment during teaching content playing are completely eliminated; the time axis is traversed according to priority and the execution instructions are dynamically screened (step 2), invalid instructions are intelligently filtered by using trigger conditions, system resource waste is reduced, and at the same time, the priority queue mechanism is used to ensure that key teaching instructions such as knowledge explanation and operation demonstration are executed first, perfectly matching the teaching design logic; the process closed loop taking the number of rendering frames as the core (step 3) automatically completes the end work such as uploading, state resetting and the like of the teaching task, realizes the whole-process automation control of "execution-verification-end", supports dynamic determination of the number of end frames, flexibly adapts to complex teaching scenes such as interactive question and answer and multi-scene jumping, greatly improves the adaptation ability of the VR teaching system to diversified teaching needs, and helps teachers to efficiently output time sequence accurate and logically coherent virtual simulation courseware, and lays a technical foundation for immersive teaching experience.

[0033] In a third aspect, the application provides an electronic device, comprising a processor and a memory connected with the processor; the processor executes computer execution instructions stored in the memory, and is used to implement the VR editing method for education according to the first aspect.

[0034] In a fourth aspect, the application provides a computer readable storage medium, and the medium stores a computer program; when the computer program is executed by a processor, the VR editing method for education according to the first aspect is implemented.

[0035] In a fifth aspect, the application provides a computer program product, comprising a computer program; when the computer program is executed by a processor, the VR editing method for education according to the first aspect is implemented.

[0036] Compared with the prior art, the beneficial results of the application are as follows:

[0037] (1) The application constructs an immersive teaching environment through a scene editing function. Users can flexibly adjust scene parameters (such as light, environment settings, etc.), breaking through the limitations of fixed scenes in traditional virtual simulation systems, and creating a multi-angle and all-around immersive learning space for students. This scene dynamic adjustment mechanism not only improves the flexibility of teaching content management, but also realizes personalized scene customization according to different teaching needs, so that students can experience knowledge content and simulation operation in situ, significantly enhancing the sense of immersion and immersion in the learning process.

[0038] (2) The application supports users to arrange complex task logic by using built-in multiple instructions through the cooperation of multi-dimensional time axis instruction editor and step instruction set, and realizes the free combination of diversified task effects. Students can directly operate and practice to strengthen knowledge mastery, and can dynamically adjust task data based on real-time feedback, form a closed-loop teaching mode of "editing-execution-optimization", break through the bottleneck of task configuration solidification and lack of dynamic response in the prior art, and greatly improve the teaching pertinence and efficiency.

[0039] (3) The application constructs an interactive teaching system with rich question types. Multiple question types are integrated and free editing is supported, covering multiple types such as interactive questions and feedback questions, which can combine with instructions to design interesting and challenging knowledge points. This question diversity forces students to use different thinking methods to solve problems, and through instruction linkage, it realizes instant interaction of "operation-feedback", effectively stimulates learning interest and exploration motivation, solves the problem of single question type and insufficient interaction in traditional systems, changes the teaching process from passive reception to active exploration, and significantly improves learning enthusiasm and knowledge absorption effect.

[0040] (4) The application deeply integrates three-dimensional model resource management, multi-time axis cooperative control, broadcast event mechanism and other technologies through a modular resource management and logic arrangement architecture, forming a complete education VR content creation system. Not only does it reduce the use threshold of non-technical users, but also realizes the "what you see is what you get" creation experience through visual editing and real-time preview, fundamentally improving the production efficiency and quality of education VR content, and providing a more expandable and adaptive technical solution for smart education scenarios. BRIEF DESCRIPTION OF DRAWINGS

[0041] The accompanying drawings are included to provide a further understanding of embodiments and are incorporated in and constitute a part of this specification. The drawings illustrate embodiments and serve to explain principles of the present application. Many of the anticipated advantages of embodiments and other embodiments will be readily appreciated as the same become better understood by reference to the following detailed description. The elements of the drawings are not necessarily to scale relative to each other. Like reference numerals designate corresponding similar parts.

[0042] Figure 1 is a flow framework diagram of a VR editing method for education according to an embodiment of the application;

[0043] Figure 2 is a new teaching task creation interface diagram according to an embodiment of the application;

[0044] Figure 3 is a preset interactive interface diagram according to an embodiment of the application;

[0045] Figures 4a-4bis a schematic diagram of a three-dimensional model resource manager according to an embodiment of the present application;

[0046] Figures 5a-5c is a schematic diagram of a create model object operation according to an embodiment of the present application;

[0047] Figure 6 is an interface diagram of instruction editing according to an embodiment of the present application;

[0048] Figures 7a-7c is a schematic diagram of instruction editing operation according to an embodiment of the present application;

[0049] Figure 8 is a framework diagram of a VR editor according to an embodiment of the present application;

[0050] Figure 9 is a key node workflow diagram of a VR editor according to an embodiment of the present application;

[0051] Figure 10 is a preview workflow diagram of a VR editor according to an embodiment of the present application;

[0052] Figure 11 is a structural schematic diagram of a computer system suitable for an electronic device used to implement embodiments of the present application. DETAILED DESCRIPTION

[0053] In order to make the objects, technical solutions and advantages of the present application clearer, the present application will be further described in detail below with reference to the drawings. Obviously, the described embodiments are only some of the embodiments of the present application, but not all the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative work fall within the scope of protection of the present application.

[0054] Reference Figure 1 , Figure 1 A flow framework diagram of a VR editing method for education of the present application is shown, as shown in the figure, the method comprises the following steps:

[0055] S101, in response to the operation of the user creating a new teaching task, initializing the system environment and loading a preset interactive interface, the interactive interface includes a three-dimensional model resource manager and a multi-dimensional time axis instruction editor.

[0056] In some specific embodiments, reference is made to Figure 2 , Figure 3 , Figure 4a and Figure 4b , wherein Figure 2 and Figure 3The following diagrams illustrate a new teaching task creation interface and a preset interactive interface according to embodiments of this application. Figure 4a and Figure 4b A schematic diagram of a 3D model resource manager according to an embodiment of this application is shown. As shown, when the user selects "New Task" and the corresponding "Initial Scene," and then clicks "Enter Editing," the system environment is first initialized, completing preparatory work such as resource loading and state reset. Subsequently, a preset interactive interface is loaded, such as... Figure 3 As shown, the preset interactive interface is presented to the user, which includes a 3D model resource manager (i.e. Figure 3 The model library and instruction editor, where the 3D model resource manager is categorized into lists (such as...) Figures 4a-4b As shown, it covers various types of model objects, including static animations, interactive tools, materials, characters, props, and custom objects. Figure 4b for Figure 4a The interface displays a summary of model objects that meet the criteria after the user clicks on the category model buttons at each level, and includes a search function to facilitate users in finding and filtering the required 3D models; the instruction editor displays the information in a timeline format (e.g., ...). Figure 3 The command editor includes a multi-dimensional timeline with paragraphs, camera, effects, background music, events, etc., providing users with an interactive area to set the execution parameters of operation commands, helping users to edit VR teaching tasks.

[0057] Specifically, the initialization scenarios for the preset interactive interface include an art studio, a teacher's office, an infant class, a public restroom, a sensory integration room, a Montessori IC classroom, and a multi-functional hall.

[0058] Specifically, the 3D model resource manager categorizes and manages model objects, including static animations, interactive point tools, materials, characters, props, and custom classes. In response to a user adding a model object from an interactive point tool class, it calls the corresponding pre-stored set of interactive parameters, listens to the generation relationship between interactive and interacted objects, generates corresponding interactive operation commands, and uses the command editor to map these commands to the corresponding timeline, generating a set of step commands with a temporal relationship.

[0059] Specifically, a time axis-based nonlinear editing architecture is adopted, and a complex teaching task flow is decomposed into paragraphs, cameras, effects, music, events, and other multi-track time axes in a logical dimension. Microsecond-level timing coordination is achieved through a frame synchronization mechanism. Users can bind operation instructions (including pop-up questions, play animations, and other broadcast event types) to specified nodes of the corresponding time axis in the visual editing area in a "instruction block drag and drop" manner, and construct a finite state automaton instruction sequence (i.e., step instruction set) with timing constraints. This design breaks through the limitations of traditional linear editing and supports the implementation of "time-driven events" and "event-interrupted time flow" through the delay execution module, event listener engine, and time axis jump controller, ensuring that models, audio and video resources, and other resources run accurately according to the preset time, and responding to student interactions such as answering questions through listeners to dynamically suspend or resume time axis operation, making subsequent resources always execute based on a relative time reference. This "multi-axis coordination + event response" editing mode simplifies professional VR content production processes into visual time axis operations, effectively reducing the use threshold of non-technical users such as teachers, while ensuring the consistency of editing logic and final output through real-time preview and automatic alignment mechanisms, significantly improving the production efficiency and interactive experience of virtual simulation teaching courseware.

[0060] Further, the frame synchronization mechanism divides the engine rendering period into equal time segments (such as 30 frames per second), implements frame-by-frame scheduling of each time axis operation, and makes the time axis execution period strictly match the engine rendering period, accurately simulating time passage based on frame-by-frame logic. The specific process is as follows: within a single time segment, all time axes are traversed and the step instruction set at the current time point is triggered. If it encounters a blank instruction, the corresponding operation instruction is in a dormant state, and if it is a valid step instruction set, the corresponding operation is executed. When the step instruction set operation is not completed, the operation handle is recorded and an iteration mark is inserted, the current instruction set is exited and switched to the next time axis execution. After traversing all time axes in the current time segment, the next adjacent time segment is entered, and if there is an unfinished operation handle in the next time segment, the execution context is continued. The length of the blank instruction is determined according to the time difference between the monitored instruction and the time axis origin or the execution time of the previous non-monitored instruction. This mechanism supports dual monitoring mechanisms through frame-level timing control and state machine mode instruction set dynamic migration: one is the monitoring of user interactions, which actively suspends execution when waiting for user operations, and resumes after the listener captures the corresponding event; the other is cross-instruction set monitoring, which realizes timing dependency by subscribing to the completion event of the monitored instruction, ensuring that the instructions are executed in the order of the preset logic, thereby eliminating timing gaps and dynamically correcting execution errors, and achieving synchronization and coordination of multiple time axis instructions, ensuring that teaching content is accurately presented at the preset pace, and flexibly responding to interactive events, significantly improving the timing stability and interactive flexibility of the VR teaching system.

[0061] S102, acquire the user from the three-dimensional model resource manager to add corresponding model object and its model object and its associated operation instruction, use instruction editor to bind operation instruction to corresponding time axis, generate step instruction set with time sequence relationship.

[0062] In some specific embodiments, the S102 step includes the following sub-steps

[0063] S1021, listen to and capture the user's operation of inserting model objects in the three-dimensional model resource manager, analyze model data and combine user operation information to generate associated model dynamic data;

[0064] S1022, based on the model dynamic data, create a movable model instance with a unique identifier and bind entity information, and generate corresponding operation instructions.

[0065] In specific embodiments, refer to Figures 5a-5c , Figures 5a-5c The creation of model object operation schematic diagram according to the embodiments of the application is shown. After entering the virtual simulation visualization editor, initializing and constructing a new memory environment, loading system resources (including animation, audio, video, picture, etc., also supporting user uploading custom resources), entering the scene editing link, when the user performs the operation of adding three-dimensional model resources in the teaching task related three-dimensional model, special effect, animation, etc., real-time listen to the model data inserted by the user, according to the user operation feedback (such as configuring open elements, filling in task information such as task theme, task introduction and step requirements in Figure 5a , such as Figure 5b , Figure 5c Select and place "Chinese retro table" model operation), output the associated model dynamic data. Receive the model data selected by the user, generate a movable MODEL instance (i.e. moving model instance) corresponding, add identification attribute (as the identity ID of MODEL instance, i.e. unique identification) bound to entity information, preferably, the user names the MODEL instance for memory. Based on the user's editing operation on the MODEL object, generate the operation parameters corresponding to the associated operation instruction. (such as identifying the mouse position to complete the model insertion and movement), finally arrange the operation instruction according to the format, generate three-dimensional scene editing step instruction set and render the output effect by engine, realize the listening of user's model object adding operation and the generation of movable model object, improve the responsiveness and accuracy of model editing.

[0066] S1022, use instruction editor to map operation instruction to corresponding time axis as needed, generate step instruction set with time sequence relationship, wherein the time axis includes paragraph time axis, camera time axis, effect time axis, background music time axis and event time axis.

[0067] Specifically, refer toFigure 6 , Figure 6 The interface diagram of instruction editing according to the embodiment of the application is shown, as shown, the instruction editor is built-in multi-dimension time axis system, including parallel running paragraph time axis, camera time axis, effect time axis, background music time axis and event time axis, each time axis realizes time sequence cooperation through frame synchronization mechanism, and is configured with delay time, listening event and time axis jump functions. Each time axis is run based on unified frame synchronization scheduling algorithm: in each rendering frame period, all time axes are polled and detected according to preset priority, whether the current node of each time axis meets execution condition is judged through trigger condition; if the condition is met, the corresponding instruction state is marked as “executable” and enters the execution queue, and specific operation is executed in the next rendering frame period; if the condition is not met, the current node is skipped and subsequent time axes are polled; only when the current frame polling of all time axes is completed, the system enters the time sequence operation of the next rendering frame, so as to ensure that the execution of multi-time axis instruction strictly follows the engine rendering period, and realizes multi-dimension synchronous presentation of teaching content. Among them, the paragraph time axis defines the teaching chapter boundary through marking start / stop node, supports the student end to jump learning progress on demand, and synchronously links the execution starting point of other time axes; the camera time axis realizes accurate control of virtual camera track based on three-dimensional coordinates, view angle parameters and multiple parameters, and is used for focusing on teaching key points or guiding scene roaming; the effect time axis manages scene switching special effects (such as fade-in and fade-out) and physical simulation effects (such as particle system), and improves visual immersion; the background music time axis supports time sequence playing of audio resources and video content embedding (such as model associated dynamic video); the event time axis is responsible for triggering interactive logic (such as question type display, state change). In addition to the basic time axis, customizable extended time axes including action time axis and dialogue time axis can be provided for model objects, wherein the action time axis is automatically activated when the model contains animation resources, supports key frame editing and animation parameter adjustment (such as playing rate, mixing mode); the dialogue time axis allows adding multi-track voice dialogue or environmental sound effects, and realizes sound mixing control through time offset and fade-in and fade-out. Each time axis is run synchronously through unified time reference, and supports real-time preview function, so as to ensure that the visual effect in the editing stage is completely consistent with the final output virtual simulation content, and realizes the interactive design experience of what you see is what you get.

[0068] In specific embodiments, reference is made to Figures 7a-7c , Figures 7a-7cA schematic diagram of the instruction editing operation according to an embodiment of this application is shown. As shown in the figure, the instruction editing process supports multi-dimensional interactive configuration. At the object control level, controlled objects can be added through pop-ups, specifying the scene and the object being operated on. They can also be set as "object groups" to optimize timeline management. In terms of event configuration, it provides trigger event types such as timeline pause, covering various events such as pop-up questions, closing questions, question type feedback, playing animations, switching scenes, and playing audio. Listening events can be visually presented on the timeline. In the question type editing stage of pop-up questions, it supports custom question types such as multiple-choice questions, configuring questions, options, explanations, and associated files and images, comprehensively meeting the refined editing needs of instructions and interaction logic in educational VR scenarios, and helping to build rich teaching task workflows.

[0069] Specifically, the logical binding of operation instructions within the step instruction set is implemented based on a broadcast event mechanism. Broadcast event types include pop-up questions, closing questions, feedback reminders, playing animations, switching scenes, and playing audio. These six event instructions are arranged on the timeline according to the user-configured trigger times. Using the unique identifier or trigger condition of the monitored instruction set within the instruction, corresponding instructions on other timelines are retrieved. By automatically adding invalid time instructions, target alignment and logical binding between instructions on different timelines are achieved. The calculation logic for automatically adding invalid time instructions is as follows: when a monitored instruction and a monitoring instruction coexist, and their execution times are misaligned (not executed simultaneously), this instruction is introduced for visual alignment to intuitively present their logical relationship. The formula for calculating the length of a blank instruction is: Blank instruction length = Execution time value of the monitored instruction - Execution time value of the timeline origin or the non-monitored type instruction before the blank instruction. This instruction length is recalculated as the position of the monitored instruction changes to maintain alignment. If no monitored instruction is found, the monitored instruction's outline will turn red, indicating a data anomaly. When the timeline instruction data is refreshed, it will attempt to match automatically again. If no match is found, the task can continue to execute, but the monitored instruction and any subsequent instructions that depend on it will not be executed.

[0070] S103. Iteratively execute step S102 until all operation instructions in the current teaching task are configured, generating an instruction sequence that can be parsed by the virtual reality engine, thus completing the VR content editing of the teaching task.

[0071] Continue to refer to Figure 8 As an implementation of the above method, in a second aspect, this application provides an embodiment of a VR editor 800, which is similar to... Figure 1 Corresponding to the illustrated method embodiment, this editor can be specifically applied to various electronic devices. The VR editor 800 includes a task loading module 801, a step instruction set creation module 802, and a loop iteration module 803 that are interconnected, wherein:

[0072] The task loading module 801 is configured to initialize a system environment and load a preset interactive interface in response to an operation of a user creating a new teaching task, the interactive interface including a three-dimensional model resource manager and a multi-dimensional time axis instruction editor;

[0073] The step instruction set creation module 802 is configured to add corresponding model objects and model object and associated operation instructions from the three-dimensional model resource manager by a user, bind the operation instructions to corresponding time axes by the instruction editor, and generate a step instruction set with a time sequence relationship;

[0074] The loop iteration module 803 is configured to iteratively execute the step instruction set creation module until the configuration of all operation instructions in the current teaching task is completed, generate an instruction sequence that can be parsed by a virtual reality engine, and complete VR content editing of the teaching task.

[0075] In some specific embodiments, reference is made to Figure 9 , Figure 9 An important node workflow diagram of a VR editor according to an embodiment of the present application is shown, as shown in the figure, the flow starts from "start", after the initialization of the work area operation, the action of creating an editing task and adding the first scene, and automatically generating the default "paragraph", "camera", "effect", "background music", and "event" five time axes is performed. The VR editor 800 can support multi-dimensional resource addition, including being able to find the required model by searching in the resource library, adding the model and creating the object time axis, adding the camera position and creating the camera position time axis, adding the background music and carrying out the adding / uploading of audio sound effect operation, adding the effect, and adding the event (including editing the question type / event). In the editing stage, based on the time axes of the paragraph, the camera, the effect, the music, and the event, instructions are added according to the demand, the instruction relationship network is constructed through data retrieval and processing, and preview verification is supported. At the same time, it has the functions of time axis selection and data storage, can select one or a group of the paragraph, the camera, and the like, and store the corresponding data. Finally, data processing and database saving are completed, the flow goes to "end", and the whole process of educational VR content editing from resource creation, instruction arrangement to data management is fully covered, which is consistent with the technical features of the multi-time axis cooperation and instruction logic binding in the claims, and provides support for efficient and accurate production of virtual simulation teaching courseware.

[0076] In some specific embodiments, the preview process of the instruction editor of the VR editor includes the following steps:

[0077] Step one, register the instruction scheduling event based on the frame polling mechanism, establish a synchronization relationship with the engine rendering cycle, and make the time axis instruction scheduling and the rendering process accurately match;

[0078] Step two, according to the preset priority, traverse each timeline, read the instruction set corresponding to the current rendering frame, and determine the instruction execution condition by using the trigger condition; mark the instructions that meet the condition as "executable state" and include them in the execution queue, and the instructions in the execution queue are executed in turn according to the timeline priority;

[0079] Step three, after the execution of the instructions in the execution queue is completed, it is judged whether the number of current rendering frames reaches the number of end frames; if "no", the current rendering frame is updated and step two is returned to continue execution; if "yes", it is determined that the task flow is completed, and the unified and distributed uploading, removal of frame listening events, reset of instructions and timelines, and scene reset operations are executed in turn, and the running logic of this time is ended; in response to the fact that both the instruction trigger frame and the end frame are less than the current rendering frame number, the current rendering frame number is taken as the number of end frames.

[0080] For a more detailed description of the application, please refer to Figure 10 , and refer to Figure 10 , Figure 10 The preview workflow diagram according to the embodiment of the application is shown as follows: the flow starts from "start", and the specific preview workflow includes the following steps:

[0081] Step 1001, entry selection. There are two branches of task editing preview entry and student end running task entry, which correspond to the processing flow of different versions of the task editing end and the student end. Among them, the task editing end executes the "timeline logic reset" operation, and the student end executes the "receiving task data issued by the server and parsing" operation, and then both enter step 1002.

[0082] Step 1002, interface and instruction preparation. After loading the scene and the model, "enter the task interface", then perform "instruction initialization", and after completing "verify the integrity of each multimedia resource", enter step 1003.

[0083] Step 1003, register each frame polling event. Execute the registration of each frame polling event to prepare for subsequent instruction scheduling.

[0084] Step 1004, read each timeline instruction according to the category. That is, according to the categories of paragraph timeline, camera timeline, effect timeline, background music timeline, and model object timeline, perform the operations of "update paragraph timeline every frame", "update camera timeline every frame", "update effect timeline every frame", "update background music timeline every frame", and "update model object timeline every frame" to read the instructions on the corresponding timeline.

[0085] Step 1005, get the instructions that meet the conditions of the current frame, and judge whether the instructions are executed, if "yes", execute step 1006, if "no", execute step 1007.

[0086] Step 1006, jump to the next instruction, and then return to execute step 1005, continue the instruction execution flow.

[0087] Step 1007, determine whether the end frame number is reached, if "yes", it means that all instruction trigger frames and end frames are less than the current running frame number, the current frame number is the end frame, the task flow is completed, and the unified and distributed uploading, removal of frame listening events, resetting instructions and time axis, and resetting scene operation are sequentially performed, and the current running logic is ended; if it is determined that "no", step 1008 is executed.

[0088] Step 1008, frame number plus 1, next polling is performed, and step 1004 is executed to continue the preview flow.

[0089] The application provides a computer readable storage medium, and the medium stores a computer program. When the computer program is executed by a processor, a VR editing method for education according to any one of the above is implemented.

[0090] Reference is made below to Figure 11 which shows a structural schematic diagram of a computer system 1100 of a terminal device or a server suitable for implementing embodiments of the application. Figure 11 The terminal device or the server shown is only an example, and should not bring any limitation to the functions and use range of the embodiments of the application.

[0091] As shown in Figure 11 , the computer system 1100 includes a central processing unit (CPU) 1101, which can perform various appropriate actions and processes according to programs stored in a read-only memory (ROM) 1102 or programs loaded from a storage portion 1108 to a random access memory (RAM) 1103. In the RAM 1103, various programs and data required for the operation of the computer system 1100 are also stored. The CPU 1101, the ROM 1102, and the RAM 1103 are connected to each other through a bus 1104. An input / output (I / O) interface 1105 is also connected to the bus 1104.

[0092] The following components are connected to the I / O interface 1105: an input section 1106 including input devices such as a keyboard and mouse; an output section 1107 including output devices such as a liquid crystal display (LCD) and a speaker; a storage section 1108 including a hard disk and the like; and a communication section 1109 including a network interface card such as a LAN card, a modem, and the like. The communication section 1109 performs communication processing via a network such as the Internet. A drive 1110 is also connected to the I / O interface 1105 as necessary. A removable medium 1111 such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, and the like is attached to the drive 1110 as necessary, so that a computer program read out therefrom is installed in the storage section 1108 as necessary.

[0093] In particular, according to embodiments of the present disclosure, the processes described above with reference to the flowcharts can be implemented as a computer software program. For example, embodiments of the present disclosure include a computer program product comprising a computer program carried on a computer readable medium, the computer program comprising program code for executing the methods illustrated by the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network by the communication section 1109, and / or installed from the detachable medium 1111. When the computer program is executed by the central processing unit (CPU) 1101, the above-described functions defined in the methods of the present application are executed. It should be noted that the computer readable medium of the present application can be a computer readable signal medium or a computer readable storage medium or any combination of the two. The computer readable medium may, for example, be but is not limited to an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus or device, or any suitable combination of the above. More specific examples of the computer readable medium can include, but are not limited to, an electrical connection having one or more wires, a portable computer diskette, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above. In the present application, the computer readable medium can be any tangible medium that contains or stores a program that can be used by or in connection with an instruction execution system, apparatus or device. In the present application, the computer readable signal medium can include a data signal carried in a baseband or as part of a carrier wave, in which the computer readable program code is carried. Such a propagated data signal can take any of a variety of forms, including but not limited to electro-magnetic, optical, or any suitable combination thereof. The computer readable signal medium can also be any computer readable medium that is not a computer readable storage medium and that can communicate, propagate or transport a program for use by or in connection with an instruction execution system, apparatus or device. Program code contained on the computer readable medium can be transmitted by any suitable medium, including but not limited to wireless, wire line, optical fiber cable, RF, etc., or any suitable combination of the above.

[0094] Computer program code for carrying out operations of the present application can be written in any combination of one or more programming languages, including an object oriented programming language such as Java, Smalltalk, C++ or the like, and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code can execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer or entirely on the remote computer or server. In the latter scenario, the remote computer can be connected to the user's computer through any type of network, including a local area network (LAN) or a wide area network (WAN), or the connection can be made to an external computer (for example, through the Internet using an Internet Service Provider).

[0095] The computer program instructions can also be loaded onto a computer or other programmable information processing apparatus to cause a series of operations to be performed on the computer or other programmable information processing apparatus to produce a computer implemented process such that the instructions which execute on the computer or other programmable information processing apparatus implement the functions / acts specified in the flowchart and / or block diagram block or blocks.

[0096] Although the present application has been described in detail with reference to the preferred embodiments thereof, it is understood that the application is not limited to the embodiments disclosed but is intended to cover various arrangements which are within the spirit and scope of the application. Those skilled in the art will readily appreciate that various modifications can be made to the application without departing from the scope of the application. Accordingly, the phraseology or terminology employed herein is for the purpose of description and not of limitation. Therefore, the scope of the application should be determined not with reference to the above description, but should be given to the appended claims and equivalents thereof.

Claims

1. A VR editing method for education, characterized by, The method comprises: S1, in response to the user creating a new teaching task, initializing the system environment and loading the preset interactive interface, which comprises a three-dimensional model resource manager and a multi-dimensional time axis instruction editor; S2, obtaining the user adding corresponding model objects and their associated operation instructions from the three-dimensional model resource manager, binding the operation instructions to the corresponding time axis using the instruction editor, and generating a step instruction set with a time sequence relationship; S3, iteratively performing the S2 step until the configuration of all operation instructions in the current teaching task is completed, generating an instruction sequence that can be parsed by a virtual reality engine, and completing the VR content editing of the teaching task.

2. The VR editing method for education of claim 1, wherein, The S2 step comprises the following sub-steps: S21, listening to and capturing the user's operation of inserting model objects in the three-dimensional model resource manager, analyzing model data and combining user operation information to generate associated model dynamic data; S22, based on the model dynamic data, creating a movable model instance with a unique identifier and binding entity information, and generating corresponding operation instructions; S23, using the instruction editor, mapping the operation instructions to the corresponding time axis as needed, generating a step instruction set with a time sequence relationship, wherein the time axis comprises a paragraph time axis, a camera time axis, an effect time axis, a background music time axis, and an event time axis.

3. The VR editing method for education of claim 1, wherein, The initialization scene of the preset interactive interface includes a drawing room, a teacher's office, a baby class, a public toilet, a sensory room, a Montessori IC classroom, and a multi-functional hall. The three-dimensional model resource manager classifies and manages the model objects, including static animation, interactive point tools, materials, characters, props, and custom classes.

4. The VR editing method for education of claim 1, wherein, The instruction editor includes a paragraph time axis, a camera time axis, an effect time axis, a background music time axis, and an event time axis running in parallel. Each time axis realizes time sequence cooperation through a frame synchronization mechanism and is configured with delay time, listening events, and time axis jump functions.

5. The VR editing method for education of claim 4, wherein, The frame synchronization mechanism is used to schedule operation instructions on each time axis frame by frame, match the time axis execution period with the engine rendering period, and simulate time passing based on frame-by-frame logic: In a single time segment, all time axes are traversed and the current time point step instruction set is triggered. If a blank instruction is encountered, the corresponding operation instruction is in a dormant state. If it is a valid step instruction set, the corresponding operation is executed; If the step instruction set operation is not completed, record the operation handle and insert an iteration mark, exit the current instruction set, and switch to the next time axis execution. After traversing all time axes in the current time segment, enter the next adjacent time segment; Wherein, the length of the blank instruction is determined according to the execution time difference between the monitored instruction and the time axis origin or the previous non-monitored instruction.

6. The VR editing method for education of claim 3, wherein, In response to the user adding model objects from the interactive point tool class, call the corresponding pre-stored interactive operation parameter set, listen to the generation relationship between the interactive object and the interacted object, generate the corresponding interactive operation instruction, and use the instruction editor to map the interactive operation instruction to the corresponding time axis, generating the step instruction set with a time sequence relationship.

7. The VR editing method for education of claim 1, wherein, The operation instructions in the step instruction set realize logical binding based on a broadcast event mechanism, and the broadcast event types include topic display, topic closing, feedback reminding, animation playing, scene switching, and audio playing.

8. A VR editor for education, characterized by, The VR editor comprises: The task loading module is configured to initialize a system environment and load a preset interactive interface in response to a user operation of creating a new teaching task, the interactive interface comprising a three-dimensional model resource manager and a multi-dimensional time axis instruction editor; The step instruction set creation module is configured to add corresponding model objects and their associated operation instructions from the three-dimensional model resource manager by the user, bind the operation instructions to corresponding time axes by the instruction editor, and generate step instruction sets with time sequence relationships; The loop iteration module is configured to iteratively execute the step instruction set creation module until all operation instructions in the current teaching task are configured, generate an instruction sequence that can be parsed by a virtual reality engine, and complete VR content editing of the teaching task.

9. The VR editor for education of claim 8, wherein, The preview process of the instruction editor of the VR editor comprises the following steps: Step one, register an instruction scheduling event based on a frame polling mechanism, establish a synchronization relationship with an engine rendering cycle, and accurately match time axis instruction scheduling and rendering processes; Step two, according to a preset priority, traverse each time axis, read the instruction set corresponding to the current rendering frame, and determine the instruction execution condition by using a trigger condition; mark the instructions that meet the condition as "executable state" and include them in the execution queue, and execute the instructions in the execution queue in turn according to the time axis priority; Step three, after the execution of the instructions in the execution queue is completed, determine whether the current rendering frame number reaches the end frame number; if not, update the current rendering frame and return to step two to continue execution; if yes, determine that the task flow is completed, execute unified and distributed uploading, remove frame listening events, reset instructions and time axes, and reset scenes, and end the current running logic; in response to the instruction trigger frame and the end frame being less than the current rendering frame number, the current rendering frame number is used as the end frame number.

10. A computer readable storage medium, the medium storing a computer program, when the computer program is executed by a processor, implementing the VR editing method for education according to any one of claims 1 to 7.