Cultural transmission system and method based on element universe
By combining metaverse culture dissemination with extended reality devices and the cloud, and utilizing blockchain and multimedia technologies, the problem of the singular nature of metaverse culture dissemination methods is solved, enabling personalized and emotionally engaging immersive communication and expanding market reach.
Patent Information
- Application Number
- CN202511077231.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-08-01
- Publication Date
- 2025-12-02
AI Technical Summary
The existing methods of metaverse cultural dissemination are too simplistic and cannot effectively utilize the metaverse for cultural information dissemination, thus affecting the dissemination effect.
By combining metaverse culture dissemination with extended reality devices and the cloud, utilizing mMTC and eMBB technologies for information transmission, and employing blockchain for data authentication and information linking, immersive content can be created using VR, AR, and MR technologies to achieve multi-dimensional cultural dissemination.
It provides personalized and emotional cultural communication methods, breaks down spatial and temporal limitations, enhances user experience, expands market space, and supports the metaverse economic system.
Smart Images

Figure CN121056497A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of cultural communication technology, specifically to a cultural communication system and method based on the metaverse. Background Technology
[0002] The descriptions in this section are provided only as background information relating to this disclosure and do not constitute prior art.
[0003] The metaverse is a virtual world constructed by humans using digital technology. It corresponds to or transcends the real world, and can interact with it, representing a new type of digital living space with a novel social system. The essence of the metaverse is a highly developed virtual world that exists parallel to the real world but also influences it.
[0004] The "Method for Constructing a Metaverse of Immovable Cultural Relics" disclosed in application number "CN202211027391.7" includes the following steps: S101: Obtaining the overall 3D model of the immovable cultural relic through oblique photogrammetry, and constructing the main 3D model and accessory 3D models of the immovable cultural relic based on point cloud or BIM data; S102: Obtaining the attribute data of the immovable cultural relic, overlaying the main 3D model with the overall 3D model, trimming the overall 3D model based on the overlap information, and moving the accessory 3D models to positions corresponding to the main 3D model to form a metaverse scene; S103: Attaching the attribute data to the metaverse scene and rendering the metaverse scene. This invention expands cultural dissemination channels, making it easier and more intuitive for managers to manage immovable cultural relics daily, while allowing for close-up viewing and appreciation of these relics, providing a good experience and promoting the dissemination and promotion of immovable cultural relic culture. However, this metaverse method still has the following drawbacks in practical use:
[0005] In existing technological solutions, cultural dissemination relies solely on the internet, resulting in a limited and singular approach that fails to leverage the metaverse for cultural information dissemination, thus impacting its effectiveness. Summary of the Invention
[0006] To address the shortcomings of existing technologies, this invention provides a cultural dissemination system and method based on the metaverse, which solves the problems mentioned in the background technology.
[0007] To achieve the above objectives, the present invention provides the following technical solution: a cultural dissemination system and method based on the metaverse, comprising a metaverse cultural dissemination extended reality device combined with the cloud, mainly used as a terminal, connecting to a playback platform, providing information on the cultural dissemination environment, feedback on virtual cultural dissemination images, mMTC (massive machine-type communication) providing device information and receiving feedback, and eMBB (enhanced mobile broadband) providing the transmission of cultural dissemination images (including sound). It can be seen that by comprehensively utilizing the three application scenarios of metaverse cultural dissemination, a complete end-side system can be provided as a sensor and actuator (including sound and video acquisition and reproduction), with computation handled by the cloud, while ensuring the synchronous and comprehensive dissemination of metaverse cultural dissemination information.
[0008] Preferably, the cultural dissemination system for constructing the metaverse provides auxiliary cultural dissemination information nodes with computing, storage, and networking capabilities. These nodes actually run in the cloud, but as decentralized computing, storage, and networking nodes for cultural dissemination information, they are nodes that construct the cultural dissemination blockchain. Their function is to publish and aggregate cultural dissemination information links, and to categorize metaverse information into information links such as short video zones, information knowledge zones, and cultural dissemination zones. During the information dissemination process, users can jump to the blockchain node pointed to by the link, which contains specific cultural content or dissemination content services, thereby obtaining content or services.
[0009] Preferably, the metaverse undoubtedly provides a brand-new way of disseminating more personalized and emotional cultural information. Cultural dissemination can utilize technologies such as VR, AR, and MR to produce immersive content. Immersive cultural dissemination is a metaverse cultural dissemination production model that allows the audience to experience the events or situations described in news stories from a first-person perspective. It can convey the feeling of "experience" to the audience, rather than traditional metaverse cultural dissemination. Immersive metaverse cultural dissemination is composed of three core elements: technology, narrative, and interaction. Immersive metaverse cultural dissemination can be disseminated through a virtual environment.
[0010] Preferably, the metaverse culture dissemination uses blockchain for data authentication. During the dissemination process, in order to ensure that important information in the cultural dissemination cannot be copied, replaced, or divided, it can be used to verify that specific information data culture is not stolen and to carry out benign dissemination. Metaverse culture dissemination further creates a more segmented and smaller market space through each specific dissemination method. Therefore, it has great application prospects in the metaverse culture dissemination and related markets.
[0011] Preferably, the development of metaverse cultural dissemination provides an important opportunity because it allows digital art, collectibles, texts, and other works to become fixed cultural assets, turning the endless data in the metaverse into a vast amount of virtual cultural dissemination and providing underlying support for the metaverse economic system.
[0012] Preferably, the metaverse culture dissemination technology can be divided into three layers: an ecological layer, an interaction layer, and an infrastructure layer, which are interconnected between the virtual and real worlds. The ecological layer consists of user-generated cultural content and information dissemination content. The interaction layer includes immersive user experiences of metaverse culture dissemination, digital twins, and metaverse culture generation tools. The infrastructure layer includes blockchain storage, smart contract computing power, communication, and networks. Its foundation is the infrastructure layer. The ecological layer must realize an independent and complete metaverse culture dissemination model. All culture acquisition users play an important role. The metaverse intelligently and automatically processes and filters metaverse culture dissemination information. The ecological layer and the infrastructure layer require an interaction layer, which is the immersive user experience of metaverse culture dissemination.
[0013] Preferably, the metaverse culture dissemination conducts virtual culture simulation tests, using photography technology and a green screen as a medium to allow users to directly enter the game. The immersive experience of metaverse game culture dissemination allows a real character to move in a virtual game world. Users can cleverly test the product by participating in a real-time video game. The metaverse culture dissemination test is cleverly integrated into the game, making it a highly interesting experience that can also be shared. It not only tests metaverse culture products but also greatly promotes the dissemination and release of new products through virtual social media. Virtual social networks are expected to break through the constraints of real-world factors such as space and social circles in the metaverse.
[0014] Preferably, the metaverse culture dissemination gradually connects users through digital twin technologies such as AR and VR, blurring the boundaries between the virtual and real worlds. Real people are also active in the virtual world, and concerts, shows, games, and social media are metaverse-ified. Through the dissemination of metaverse music and dance, this dissemination model can be used to create metaverse virtual performances, breaking the limitations of space and time and bringing a more immersive performance experience. The blurring of the boundaries between the virtual and real worlds creates new marketing opportunities for future dissemination.
[0015] Compared with the prior art, the beneficial effects of the present invention are:
[0016] This invention provides a cultural transmission system and method based on the metaverse:
[0017] 1. Information links are categorized into different sections of the metaverse, such as short video area, information and knowledge area, and cultural dissemination area. During the information dissemination process, users can jump to the blockchain node that the link points to, which contains specific cultural content or dissemination content services, thereby obtaining the content or services.
[0018] 2. Metaverse culture dissemination gradually connects users through digital twin technologies such as AR and VR, and the boundary between the virtual world and the real world is also disappearing. Through the dissemination of metaverse music and dance, this dissemination model can be used to create metaverse virtual performances, break the limitations of space and time, and bring a more immersive performance experience. Attached Figure Description
[0019] Figure 1 This is a circuit diagram of the low-power standby circuit of the present invention. Detailed Implementation
[0020] The technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0021] The terms "first," "second," etc., used in the specification and claims of this application are used to distinguish similar objects and not to describe a specific order or sequence. It should be understood that such use of data can be interchanged where appropriate so that embodiments of this application can be implemented in orders other than those illustrated or described herein, and the objects distinguished by "first," "second," etc., are generally of the same class and the number of objects is not limited; for example, a first object can be one or more. Furthermore, in the specification and claims, "and / or" indicates at least one of the connected objects, and the character " / " generally indicates that the preceding and following objects are in an "or" relationship.
[0022] In the description of this invention, it should be understood that the terms "center", "upper", "lower", "front", "rear", "left", "right", "vertical", "horizontal", "top", "bottom", "inner", "outer", etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are only for the convenience of describing this invention and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on this invention.
[0023] In the description of this invention, it should be noted that, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "configuration" should be interpreted broadly. For example, they can refer to a fixed connection or configuration, a detachable connection or configuration, or an integral connection or configuration. Those skilled in the art can understand the specific meaning of the above terms in this invention based on the specific circumstances.
[0024] Example 1
[0025] like Figure 1 As shown, the present invention proposes a cultural dissemination system and method based on the metaverse, which includes a metaverse cultural dissemination extended reality device combined with the cloud. It is mainly used as a terminal and a playback platform for connection. It provides information on the cultural dissemination environment and feedback on virtual cultural dissemination images. mMTC (massive machine-type communication) provides information about the device and receives feedback. eMBB (enhanced mobile broadband) provides the transmission of cultural dissemination images (including sound). It can be seen that by comprehensively utilizing the three application scenarios of metaverse cultural dissemination, it can provide a complete end-side as a sensor and actuator (including sound and video acquisition and reproduction), with the computation handled by the cloud, while ensuring the synchronous and comprehensive dissemination of metaverse cultural dissemination information.
[0026] The construction of a metaverse cultural dissemination system involves providing auxiliary cultural dissemination information nodes with computing, storage, and networking capabilities. These nodes actually operate in the cloud, but as decentralized computing, storage, and networking nodes for cultural dissemination information, they form the nodes of a blockchain for cultural dissemination. Their function is to publish and aggregate cultural dissemination information links, categorizing metaverse information into sections such as short video zones, information and knowledge zones, and cultural dissemination zones. During information dissemination, users can jump to the blockchain node pointed to by the link, which contains specific cultural content or dissemination services, thereby obtaining the content or services.
[0027] The metaverse undoubtedly provides a brand-new way of disseminating more personalized and emotional cultural information. Cultural dissemination can utilize technologies such as VR, AR, and MR to produce immersive content. Immersive cultural dissemination is a metaverse cultural dissemination production model that allows the audience to experience the events or situations described in news stories from their own perspective. It can convey the feeling of "experience" to the audience, rather than traditional metaverse cultural dissemination. Immersive metaverse cultural dissemination is composed of three core elements: technology, narrative, and interaction. Immersive metaverse cultural dissemination can be disseminated through virtual environments.
[0028] Metaverse cultural communication uses blockchain to authenticate data. During the dissemination process, in order to ensure that important information in cultural communication cannot be copied, replaced, or divided, it can be used to verify that specific information data and culture are not stolen, and to promote benign dissemination. Metaverse cultural communication further creates more segmented and smaller market spaces through each specific dissemination method. Therefore, it has great application prospects in the metaverse cultural communication and related markets.
[0029] The development of metaverse cultural dissemination provides an important opportunity because it allows digital art, collectibles, and written works to become fixed cultural assets, turning the endless data in the metaverse into a vast amount of virtual cultural dissemination and providing underlying support for the metaverse economic system.
[0030] Metaverse cultural dissemination technology can be divided into three layers: an interaction between the virtual and real worlds, and an ecosystem layer, an interaction layer, and an infrastructure layer. The ecosystem layer consists of user-generated cultural content and information dissemination content. The interaction layer includes immersive user experiences of metaverse cultural dissemination, digital twins, and metaverse cultural generation tools. The infrastructure layer has blockchain storage and smart contract computing power, communication, and networks. Its foundation is the infrastructure layer. The ecosystem layer must realize an independent and complete metaverse cultural dissemination model. All cultural acquisition users play an important role. Metaverse intelligent automation processes and filters metaverse cultural dissemination information. The ecosystem layer and the infrastructure layer need an interaction layer, which is the immersive user experience of metaverse cultural dissemination.
[0031] Metaverse Culture Communication conducts virtual culture simulation tests, using photography technology and a green screen as a medium to allow users to directly enter the game. The immersive experience allows a real character to move in a virtual game world. Users can cleverly test the product by participating in a real-time video game. Metaverse Culture Communication's test is cleverly integrated into the game, making it a highly interesting experience that can also be shared. It not only tests Metaverse Culture products but also greatly promotes the dissemination and launch of new products through virtual social media. The virtual social network hopes to break through the constraints of real-world factors such as space and social circles within Metaverse.
[0032] Virtual technology for metaverse cultural dissemination has made significant contributions to the restoration of cultural relics, the dissemination and display of heritage value, and the establishment of digital museums. Compared with static metaverse cultural dissemination, VR technology can disseminate the whole picture from multiple dimensions such as visualization and sound. Immersive sensory experience provides more possibilities for the revitalization and inheritance of metaverse cultural dissemination. Traditional displays can only be passively received and cannot be experienced firsthand. However, VR technology can well integrate sensory experience into the dissemination of cultural heritage in metaverse cultural dissemination. Compared with traditional media, VR technology pays more attention to the user participation process.
[0033] Metaverse culture communication gradually connects users through digital twin technologies such as AR and VR, blurring the boundaries between the virtual and real worlds. Real people are also active in the virtual world, and concerts, shows, games, and social media are becoming metaverse-ified. Through the dissemination of metaverse music and dance, this communication model can be used to create metaverse virtual performances, breaking the limitations of space and time and bringing a more immersive performance experience. The blurring of the boundaries between the virtual and real worlds creates new marketing opportunities for future communication.
[0034] Compared with existing technologies, the present invention reduces power consumption by shutting down the power conversion circuit. It cleverly combines a power circuit self-locking circuit with power conversion, solving the problem of high standby power consumption while also achieving a multi-purpose function of low-power detection lock status. By controlling whether the power circuit generates voltage to enter a low-power state, it fundamentally solves the problem of the power circuit still consuming current after entering low-power mode, significantly reducing standby operating current. The low-power control circuit and design concept provided by this invention have a certain degree of versatility, which is beneficial to extending the service life of electronic devices and reducing their maintenance costs.
[0035] It should be noted that, in this document, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Without further limitations, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes that element. Furthermore, it should be noted that the scope of the methods and apparatuses in the embodiments of this application is not limited to performing functions in the order shown or discussed, but may also include performing functions substantially simultaneously or in the reverse order, depending on the functions involved. For example, the described methods may be performed in a different order than described, and various steps may be added, omitted, or combined. Additionally, features described with reference to certain examples may be combined in other examples.
[0036] The embodiments of this application have been described above with reference to the accompanying drawings. However, this application is not limited to the specific embodiments described above. The specific embodiments described above are merely illustrative and not restrictive. Those skilled in the art can make many other forms under the guidance of this application without departing from the spirit and scope of the claims, and all of these forms are within the protection scope of this application.
Claims
1. A metaverse-based cultural dissemination system and method, comprising a metaverse cultural dissemination extended reality device combined with the cloud, mainly used as a terminal, connecting to a playback platform, providing information on the cultural dissemination environment, feedback on virtual cultural dissemination images, mMTC (massive machine-type communication) providing device information and receiving feedback, and eMBB (enhanced mobile broadband) providing the transmission of cultural dissemination images (including sound). It can be seen that by comprehensively utilizing the three application scenarios of metaverse cultural dissemination, a complete end-side system can be provided as a sensor and actuator (including sound and video acquisition and reproduction), with computation handled by the cloud, while ensuring the synchronous and comprehensive dissemination of metaverse cultural dissemination information.
2. The cultural transmission system and method based on the metaverse according to claim 1, characterized in that: The cultural dissemination system that constructs the metaverse provides auxiliary cultural dissemination information nodes with computing, storage, and networking capabilities. These nodes actually run in the cloud, but as decentralized computing, storage, and networking nodes for cultural dissemination information, they are nodes that construct the blockchain for cultural dissemination. Their function is to publish and aggregate cultural dissemination information links, categorizing metaverse information into different information links, such as short video zones, information and knowledge zones, and cultural dissemination zones. During the information dissemination process, users can jump to the blockchain node pointed to by the link, which contains specific cultural content or dissemination content services, thereby obtaining content or services.
3. The cultural transmission system and method based on the metaverse according to claim 1, characterized in that: The metaverse undoubtedly provides a brand-new way of disseminating more personalized and emotional cultural information. Cultural dissemination can utilize technologies such as VR, AR, and MR to produce immersive content. Immersive cultural dissemination is a metaverse cultural dissemination production model that allows the audience to experience the events or situations described in news stories from a first-person perspective. It can convey the feeling of "experience" to the audience, rather than traditional metaverse cultural dissemination. Immersive metaverse cultural dissemination is composed of three core elements: technology, narrative, and interaction. Immersive metaverse cultural dissemination can be disseminated through virtual environments.
4. The cultural transmission system and method based on the metaverse according to claim 1, characterized in that: The metaverse culture dissemination uses blockchain for data authentication. During the dissemination process, in order to ensure that important information in the cultural dissemination cannot be copied, replaced, or divided, it can be used to verify that specific information data culture is not stolen and to carry out benign dissemination. Metaverse culture dissemination further creates a more segmented and smaller market space through each specific dissemination method. Therefore, it has great application prospects in the metaverse culture dissemination and related markets.
5. The cultural transmission system and method based on the metaverse according to claim 1, characterized in that: The development of metaverse cultural dissemination has provided an important opportunity, because metaverse cultural dissemination has enabled digital art, collectibles, texts and other works to become fixed cultural assets, turning the endless data in the metaverse into invaluable resources. The scale of virtual cultural dissemination in the metaverse will become enormous, providing underlying support for the metaverse economic system.
6. The cultural transmission system and method based on the metaverse according to claim 1, characterized in that: The metaverse culture dissemination technology can be divided into three layers: an interaction between the virtual and real worlds, consisting of an ecosystem layer, an interaction layer, and an infrastructure layer. The ecosystem layer consists of user-generated cultural content and information dissemination content. The interaction layer includes immersive user experiences of metaverse culture dissemination, digital twins, and metaverse culture generation tools. The infrastructure layer includes blockchain storage and smart contract computing power, communication, and networks. Its foundation is the infrastructure layer. The ecosystem layer must realize an independent and complete metaverse culture dissemination model. All culture acquisition users play an important role. Metaverse intelligence automatically processes and filters metaverse culture dissemination information. The ecosystem layer and the infrastructure layer need an interaction layer, which is the immersive user experience of metaverse culture dissemination.
7. A cultural transmission system and method based on the metaverse according to claim 1, characterized in that: The Metaverse Culture Communication conducts virtual culture simulation tests, using photography technology and a green screen as a medium to allow users to directly enter the game. This immersive experience allows a real character to move within a virtual game world. Users cleverly test the product by participating in a real-time video game. The Metaverse Culture Communication test is cleverly integrated into the game, creating a highly entertaining experience that can also be shared. It not only tests Metaverse Culture products but also greatly promotes the dissemination and launch of new products through virtual social media. The virtual social network aims to break through the constraints of space, social circles, and other real-world factors within the Metaverse.
8. A cultural transmission system and method based on the metaverse according to claim 1, characterized in that: The aforementioned virtual technology for metaverse cultural dissemination has made significant contributions to the restoration of cultural relics, the dissemination and display of heritage value, and the establishment of digital museums. Compared to static metaverse cultural dissemination, VR technology can disseminate the full picture from multiple dimensions such as visualization and sound. Immersive sensory experiences provide more possibilities for the revitalization and inheritance of metaverse cultural dissemination. Traditional displays can only be passively received and cannot be experienced firsthand. However, VR technology can effectively integrate sensory experiences into the dissemination of cultural heritage in metaverse cultural dissemination. Compared with traditional media, VR technology places greater emphasis on the user participation process.
9. A cultural transmission system and method based on the metaverse according to claim 1, characterized in that: The metaverse culture dissemination gradually connects users through digital twin technologies such as AR and VR, blurring the boundaries between the virtual and real worlds. Real people are also active in the virtual world, and concerts, shows, games, and social media are becoming metaverse-ified. Through the dissemination of metaverse music and dance, this dissemination model can be used to create metaverse virtual performances, breaking the limitations of space and time and bringing a more immersive performance experience. The blurring of the boundaries between the virtual and real worlds creates new marketing opportunities for future dissemination.
Citation Information
Patent Citations
Unmovable cultural relic element universe construction method
CN115578510A
